From 5c4131d36699de29e8128b5c5e8e6a809c0b4b04 Mon Sep 17 00:00:00 2001 From: Mikael Emtinger Date: Mon, 28 Feb 2011 13:12:35 +0100 Subject: [PATCH 1/4] Matrix4.lookAt: - Changed so it sets an ordinary matrix. Also removed inversion of position, which broke A LOT of the examples. WebGLRenderer: - Using camera.matrixWorldInverse instead of camera.matrixWorld - Changed frustum check to camera.frustumContains( object ); - Moved cameraInverse * matrixWorld to vertex shader (needs testing!) (note: normals not fixed yet!) Object3D.addChild: - Recurses up through hierarchy until reaches scene and adds itself to scene.objects/sounds/lights Camera: - Changed inverseMatrix -> matrixWorldInverse --- build/Three.js | 517 ++++++++++++++++----------------- index.html | 246 ++++++++++++++++ src/cameras/Camera.js | 16 +- src/core/Matrix4.js | 7 +- src/core/Object3D.js | 11 + src/renderers/WebGLRenderer.js | 60 ++-- 6 files changed, 569 insertions(+), 288 deletions(-) create mode 100644 index.html diff --git a/build/Three.js b/build/Three.js index 686bab25..a4df996e 100755 --- a/build/Three.js +++ b/build/Three.js @@ -1,85 +1,86 @@ // Three.js r33 - http://github.com/mrdoob/three.js var THREE=THREE||{};THREE.Color=function(a){this.setHex(a)}; -THREE.Color.prototype={autoUpdate:!0,setRGB:function(a,b,c){this.r=a;this.g=b;this.b=c;if(this.autoUpdate){this.updateHex();this.updateStyleString()}},setHSV:function(a,b,c){var d,f,g,h,k,j;if(c==0)d=f=g=0;else{h=Math.floor(a*6);k=a*6-h;a=c*(1-b);j=c*(1-b*k);b=c*(1-b*(1-k));switch(h){case 1:d=j;f=c;g=a;break;case 2:d=a;f=c;g=b;break;case 3:d=a;f=j;g=c;break;case 4:d=b;f=a;g=c;break;case 5:d=c;f=a;g=j;break;case 6:case 0:d=c;f=b;g=a}}this.r=d;this.g=f;this.b=g;if(this.autoUpdate){this.updateHex(); +THREE.Color.prototype={autoUpdate:!0,setRGB:function(a,b,c){this.r=a;this.g=b;this.b=c;if(this.autoUpdate){this.updateHex();this.updateStyleString()}},setHSV:function(a,b,c){var e,f,g,h,k,j;if(c==0)e=f=g=0;else{h=Math.floor(a*6);k=a*6-h;a=c*(1-b);j=c*(1-b*k);b=c*(1-b*(1-k));switch(h){case 1:e=j;f=c;g=a;break;case 2:e=a;f=c;g=b;break;case 3:e=a;f=j;g=c;break;case 4:e=b;f=a;g=c;break;case 5:e=c;f=a;g=j;break;case 6:case 0:e=c;f=b;g=a}}this.r=e;this.g=f;this.b=g;if(this.autoUpdate){this.updateHex(); this.updateStyleString()}},setHex:function(a){this.hex=~~a&16777215;if(this.autoUpdate){this.updateRGB();this.updateStyleString()}},updateHex:function(){this.hex=~~(this.r*255)<<16^~~(this.g*255)<<8^~~(this.b*255)},updateRGB:function(){this.r=(this.hex>>16&255)/255;this.g=(this.hex>>8&255)/255;this.b=(this.hex&255)/255},updateStyleString:function(){this.__styleString="rgb("+~~(this.r*255)+","+~~(this.g*255)+","+~~(this.b*255)+")"},clone:function(){return new THREE.Color(this.hex)}}; THREE.Vector2=function(a,b){this.set(a||0,b||0)}; THREE.Vector2.prototype={set:function(a,b){this.x=a;this.y=b;return this},copy:function(a){this.set(a.x,a.y);return this},addSelf:function(a){this.set(this.x+a.x,this.y+a.y);return this},add:function(a,b){this.set(a.x+b.x,a.y+b.y);return this},subSelf:function(a){this.set(this.x-a.x,this.y-a.y);return this},sub:function(a,b){this.set(a.x-b.x,a.y-b.y);return this},multiplyScalar:function(a){this.set(this.x*a,this.y*a);return this},negate:function(){this.set(-this.x,-this.y);return this},unit:function(){this.multiplyScalar(1/ this.length());return this},length:function(){return Math.sqrt(this.lengthSq())},lengthSq:function(){return this.x*this.x+this.y*this.y},clone:function(){return new THREE.Vector2(this.x,this.y)}};THREE.Vector3=function(a,b,c){this.set(a||0,b||0,c||0)}; THREE.Vector3.prototype={set:function(a,b,c){this.x=a;this.y=b;this.z=c;return this},copy:function(a){this.set(a.x,a.y,a.z);return this},add:function(a,b){this.set(a.x+b.x,a.y+b.y,a.z+b.z);return this},addSelf:function(a){this.set(this.x+a.x,this.y+a.y,this.z+a.z);return this},addScalar:function(a){this.set(this.x+a,this.y+a,this.z+a);return this},sub:function(a,b){this.set(a.x-b.x,a.y-b.y,a.z-b.z);return this},subSelf:function(a){this.set(this.x-a.x,this.y-a.y,this.z-a.z);return this},cross:function(a, -b){this.set(a.y*b.z-a.z*b.y,a.z*b.x-a.x*b.z,a.x*b.y-a.y*b.x);return this},crossSelf:function(a){var b=this.x,c=this.y,d=this.z;this.set(c*a.z-d*a.y,d*a.x-b*a.z,b*a.y-c*a.x);return this},multiply:function(a,b){this.set(a.x*b.x,a.y*b.y,a.z*b.z);return this},multiplySelf:function(a){this.set(this.x*a.x,this.y*a.y,this.z*a.z);return this},multiplyScalar:function(a){this.set(this.x*a,this.y*a,this.z*a);return this},divideSelf:function(a){this.set(this.x/a.x,this.y/a.y,this.z/a.z);return this},divideScalar:function(a){this.set(this.x/ +b){this.set(a.y*b.z-a.z*b.y,a.z*b.x-a.x*b.z,a.x*b.y-a.y*b.x);return this},crossSelf:function(a){var b=this.x,c=this.y,e=this.z;this.set(c*a.z-e*a.y,e*a.x-b*a.z,b*a.y-c*a.x);return this},multiply:function(a,b){this.set(a.x*b.x,a.y*b.y,a.z*b.z);return this},multiplySelf:function(a){this.set(this.x*a.x,this.y*a.y,this.z*a.z);return this},multiplyScalar:function(a){this.set(this.x*a,this.y*a,this.z*a);return this},divideSelf:function(a){this.set(this.x/a.x,this.y/a.y,this.z/a.z);return this},divideScalar:function(a){this.set(this.x/ a,this.y/a,this.z/a);return this},negate:function(){this.set(-this.x,-this.y,-this.z);return this},dot:function(a){return this.x*a.x+this.y*a.y+this.z*a.z},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){var b=this.x-a.x,c=this.y-a.y;a=this.z-a.z;return b*b+c*c+a*a},length:function(){return Math.sqrt(this.lengthSq())},lengthSq:function(){return this.x*this.x+this.y*this.y+this.z*this.z},lengthManhattan:function(){return this.x+this.y+this.z},normalize:function(){var a= -this.length();a>0?this.multiplyScalar(1/a):this.set(0,0,0);return this},setLength:function(a){return this.normalize().multiplyScalar(a)},isZero:function(){return Math.abs(this.x)<1.0E-4&&Math.abs(this.y)<1.0E-4&&Math.abs(this.z)<1.0E-4},clone:function(){return new THREE.Vector3(this.x,this.y,this.z)}};THREE.Vector4=function(a,b,c,d){this.set(a||0,b||0,c||0,d||1)}; -THREE.Vector4.prototype={set:function(a,b,c,d){this.x=a;this.y=b;this.z=c;this.w=d;return this},copy:function(a){this.set(a.x,a.y,a.z,a.w||1);return this},add:function(a,b){this.set(a.x+b.x,a.y+b.y,a.z+b.z,a.w+b.w);return this},addSelf:function(a){this.set(this.x+a.x,this.y+a.y,this.z+a.z,this.w+a.w);return this},sub:function(a,b){this.set(a.x-b.x,a.y-b.y,a.z-b.z,a.w-b.w);return this},subSelf:function(a){this.set(this.x-a.x,this.y-a.y,this.z-a.z,this.w-a.w);return this},multiplyScalar:function(a){this.set(this.x* +this.length();a>0?this.multiplyScalar(1/a):this.set(0,0,0);return this},setLength:function(a){return this.normalize().multiplyScalar(a)},isZero:function(){return Math.abs(this.x)<1.0E-4&&Math.abs(this.y)<1.0E-4&&Math.abs(this.z)<1.0E-4},clone:function(){return new THREE.Vector3(this.x,this.y,this.z)}};THREE.Vector4=function(a,b,c,e){this.set(a||0,b||0,c||0,e||1)}; +THREE.Vector4.prototype={set:function(a,b,c,e){this.x=a;this.y=b;this.z=c;this.w=e;return this},copy:function(a){this.set(a.x,a.y,a.z,a.w||1);return this},add:function(a,b){this.set(a.x+b.x,a.y+b.y,a.z+b.z,a.w+b.w);return this},addSelf:function(a){this.set(this.x+a.x,this.y+a.y,this.z+a.z,this.w+a.w);return this},sub:function(a,b){this.set(a.x-b.x,a.y-b.y,a.z-b.z,a.w-b.w);return this},subSelf:function(a){this.set(this.x-a.x,this.y-a.y,this.z-a.z,this.w-a.w);return this},multiplyScalar:function(a){this.set(this.x* a,this.y*a,this.z*a,this.w*a);return this},divideScalar:function(a){this.set(this.x/a,this.y/a,this.z/a,this.w/a);return this},lerpSelf:function(a,b){this.set(this.x+(a.x-this.x)*b,this.y+(a.y-this.y)*b,this.z+(a.z-this.z)*b,this.w+(a.w-this.w)*b)},clone:function(){return new THREE.Vector4(this.x,this.y,this.z,this.w)}};THREE.Ray=function(a,b){this.origin=a||new THREE.Vector3;this.direction=b||new THREE.Vector3}; -THREE.Ray.prototype={intersectScene:function(a){var b,c,d=a.objects,f=[];a=0;for(b=d.length;a0&&G>0&&e+G<1}var c,d,f,g,h,k,j,m,n,w, -u,p=a.geometry,x=p.vertices,A=[];c=0;for(d=p.faces.length;cj?d:j;f=f>m?f:m}a()}; -this.add3Points=function(j,m,n,w,u,p){if(k){k=!1;b=jn?j>u?j:u:n>u?n:u;f=m>w?m>p?m:p:w>p?w:p}else{b=jn?j>u?j>d?j:d:u>d?u:d:n>u?n>d?n:d:u>d?u:d;f=m>w?m>p?m>f?m:f:p>f?p:f:w>p?w>f?w:f:p>f?p:f}a()};this.addRectangle=function(j){if(k){k=!1;b=j.getLeft();c=j.getTop();d=j.getRight();f=j.getBottom()}else{b=bj.getRight()? -d:j.getRight();f=f>j.getBottom()?f:j.getBottom()}a()};this.inflate=function(j){b-=j;c-=j;d+=j;f+=j;a()};this.minSelf=function(j){b=b>j.getLeft()?b:j.getLeft();c=c>j.getTop()?c:j.getTop();d=d=0&&Math.min(f,j.getBottom())-Math.max(c,j.getTop())>=0};this.empty=function(){k=!0;f=d=c=b=0;a()};this.isEmpty=function(){return k}}; +THREE.Ray.prototype={intersectScene:function(a){var b,c,e=a.objects,f=[];a=0;for(b=e.length;a0&&H>0&&Q+H<1}var c,e,f,g,h,k,j,l,m,v, +p,o=a.geometry,x=o.vertices,z=[];c=0;for(e=o.faces.length;cj?e:j;f=f>l?f:l}a()}; +this.add3Points=function(j,l,m,v,p,o){if(k){k=!1;b=jm?j>p?j:p:m>p?m:p;f=l>v?l>o?l:o:v>o?v:o}else{b=jm?j>p?j>e?j:e:p>e?p:e:m>p?m>e?m:e:p>e?p:e;f=l>v?l>o?l>f?l:f:o>f?o:f:v>o?v>f?v:f:o>f?o:f}a()};this.addRectangle=function(j){if(k){k=!1;b=j.getLeft();c=j.getTop();e=j.getRight();f=j.getBottom()}else{b=bj.getRight()? +e:j.getRight();f=f>j.getBottom()?f:j.getBottom()}a()};this.inflate=function(j){b-=j;c-=j;e+=j;f+=j;a()};this.minSelf=function(j){b=b>j.getLeft()?b:j.getLeft();c=c>j.getTop()?c:j.getTop();e=e=0&&Math.min(f,j.getBottom())-Math.max(c,j.getTop())>=0};this.empty=function(){k=!0;f=e=c=b=0;a()};this.isEmpty=function(){return k}}; THREE.Matrix3=function(){this.m=[]};THREE.Matrix3.prototype={transpose:function(){var a,b=this.m;a=b[1];b[1]=b[3];b[3]=a;a=b[2];b[2]=b[6];b[6]=a;a=b[5];b[5]=b[7];b[7]=a;return this},transposeIntoArray:function(a){var b=this.m;a[0]=b[0];a[1]=b[3];a[2]=b[6];a[3]=b[1];a[4]=b[4];a[5]=b[7];a[6]=b[2];a[7]=b[5];a[8]=b[8];return this}}; -THREE.Matrix4=function(a,b,c,d,f,g,h,k,j,m,n,w,u,p,x,A){this.set(a||1,b||0,c||0,d||0,f||0,g||1,h||0,k||0,j||0,m||0,n||1,w||0,u||0,p||0,x||0,A||1);this.flat=Array(16);this.m33=new THREE.Matrix3}; -THREE.Matrix4.prototype={set:function(a,b,c,d,f,g,h,k,j,m,n,w,u,p,x,A){this.n11=a;this.n12=b;this.n13=c;this.n14=d;this.n21=f;this.n22=g;this.n23=h;this.n24=k;this.n31=j;this.n32=m;this.n33=n;this.n34=w;this.n41=u;this.n42=p;this.n43=x;this.n44=A;return this},identity:function(){this.set(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1);return this},copy:function(a){this.set(a.n11,a.n12,a.n13,a.n14,a.n21,a.n22,a.n23,a.n24,a.n31,a.n32,a.n33,a.n34,a.n41,a.n42,a.n43,a.n44);return this},lookAt:function(a,b,c){var d=THREE.Matrix4.__tmpVec1, -f=THREE.Matrix4.__tmpVec2,g=THREE.Matrix4.__tmpVec3;g.sub(a,b).normalize();d.cross(c,g).normalize();f.cross(g,d).normalize();this.n11=d.x;this.n12=d.y;this.n13=d.z;this.n14=-d.dot(a);this.n21=f.x;this.n22=f.y;this.n23=f.z;this.n24=-f.dot(a);this.n31=g.x;this.n32=g.y;this.n33=g.z;this.n34=-g.dot(a);this.n43=this.n42=this.n41=0;this.n44=1;return this},multiplyVector3:function(a){var b=a.x,c=a.y,d=a.z,f=1/(this.n41*b+this.n42*c+this.n43*d+this.n44);a.x=(this.n11*b+this.n12*c+this.n13*d+this.n14)*f;a.y= -(this.n21*b+this.n22*c+this.n23*d+this.n24)*f;a.z=(this.n31*b+this.n32*c+this.n33*d+this.n34)*f;return a},multiplyVector3OnlyZ:function(a){var b=a.x,c=a.y;a=a.z;return(this.n31*b+this.n32*c+this.n33*a+this.n34)*(1/(this.n41*b+this.n42*c+this.n43*a+this.n44))},multiplyVector4:function(a){var b=a.x,c=a.y,d=a.z,f=a.w;a.x=this.n11*b+this.n12*c+this.n13*d+this.n14*f;a.y=this.n21*b+this.n22*c+this.n23*d+this.n24*f;a.z=this.n31*b+this.n32*c+this.n33*d+this.n34*f;a.w=this.n41*b+this.n42*c+this.n43*d+this.n44* -f;return a},crossVector:function(a){var b=new THREE.Vector4;b.x=this.n11*a.x+this.n12*a.y+this.n13*a.z+this.n14*a.w;b.y=this.n21*a.x+this.n22*a.y+this.n23*a.z+this.n24*a.w;b.z=this.n31*a.x+this.n32*a.y+this.n33*a.z+this.n34*a.w;b.w=a.w?this.n41*a.x+this.n42*a.y+this.n43*a.z+this.n44*a.w:1;return b},multiply:function(a,b){var c=a.n11,d=a.n12,f=a.n13,g=a.n14,h=a.n21,k=a.n22,j=a.n23,m=a.n24,n=a.n31,w=a.n32,u=a.n33,p=a.n34,x=a.n41,A=a.n42,G=a.n43,v=a.n44,H=b.n11,o=b.n12,M=b.n13,e=b.n14,da=b.n21,O=b.n22, -P=b.n23,V=b.n24,S=b.n31,Z=b.n32,ea=b.n33,J=b.n34;this.n11=c*H+d*da+f*S;this.n12=c*o+d*O+f*Z;this.n13=c*M+d*P+f*ea;this.n14=c*e+d*V+f*J+g;this.n21=h*H+k*da+j*S;this.n22=h*o+k*O+j*Z;this.n23=h*M+k*P+j*ea;this.n24=h*e+k*V+j*J+m;this.n31=n*H+w*da+u*S;this.n32=n*o+w*O+u*Z;this.n33=n*M+w*P+u*ea;this.n34=n*e+w*V+u*J+p;this.n41=x*H+A*da+G*S;this.n42=x*o+A*O+G*Z;this.n43=x*M+A*P+G*ea;this.n44=x*e+A*V+G*J+v;return this},multiplyToArray:function(a,b,c){var d=a.n11,f=a.n12,g=a.n13,h=a.n14,k=a.n21,j=a.n22,m=a.n23, -n=a.n24,w=a.n31,u=a.n32,p=a.n33,x=a.n34,A=a.n41,G=a.n42,v=a.n43;a=a.n44;var H=b.n11,o=b.n12,M=b.n13,e=b.n14,da=b.n21,O=b.n22,P=b.n23,V=b.n24,S=b.n31,Z=b.n32,ea=b.n33,J=b.n34,$=b.n41,ta=b.n42,aa=b.n43;b=b.n44;this.n11=d*H+f*da+g*S+h*$;this.n12=d*o+f*O+g*Z+h*ta;this.n13=d*M+f*P+g*ea+h*aa;this.n14=d*e+f*V+g*J+h*b;this.n21=k*H+j*da+m*S+n*$;this.n22=k*o+j*O+m*Z+n*ta;this.n23=k*M+j*P+m*ea+n*aa;this.n24=k*e+j*V+m*J+n*b;this.n31=w*H+u*da+p*S+x*$;this.n32=w*o+u*O+p*Z+x*ta;this.n33=w*M+u*P+p*ea+x*aa;this.n34= -w*e+u*V+p*J+x*b;this.n41=A*H+G*da+v*S+a*$;this.n42=A*o+G*O+v*Z+a*ta;this.n43=A*M+G*P+v*ea+a*aa;this.n44=A*e+G*V+v*J+a*b;c[0]=this.n11;c[1]=this.n21;c[2]=this.n31;c[3]=this.n41;c[4]=this.n12;c[5]=this.n22;c[6]=this.n32;c[7]=this.n42;c[8]=this.n13;c[9]=this.n23;c[10]=this.n33;c[11]=this.n43;c[12]=this.n14;c[13]=this.n24;c[14]=this.n34;c[15]=this.n44;return this},multiplySelf:function(a){var b=this.n11,c=this.n12,d=this.n13,f=this.n14,g=this.n21,h=this.n22,k=this.n23,j=this.n24,m=this.n31,n=this.n32, -w=this.n33,u=this.n34,p=this.n41,x=this.n42,A=this.n43,G=this.n44,v=a.n11,H=a.n21,o=a.n31,M=a.n12,e=a.n22,da=a.n32,O=a.n13,P=a.n23,V=a.n33,S=a.n14,Z=a.n24;a=a.n34;this.n11=b*v+c*H+d*o;this.n12=b*M+c*e+d*da;this.n13=b*O+c*P+d*V;this.n14=b*S+c*Z+d*a+f;this.n21=g*v+h*H+k*o;this.n22=g*M+h*e+k*da;this.n23=g*O+h*P+k*V;this.n24=g*S+h*Z+k*a+j;this.n31=m*v+n*H+w*o;this.n32=m*M+n*e+w*da;this.n33=m*O+n*P+w*V;this.n34=m*S+n*Z+w*a+u;this.n41=p*v+x*H+A*o;this.n42=p*M+x*e+A*da;this.n43=p*O+x*P+A*V;this.n44=p*S+ -x*Z+A*a+G;return this},multiplyScalar:function(a){this.n11*=a;this.n12*=a;this.n13*=a;this.n14*=a;this.n21*=a;this.n22*=a;this.n23*=a;this.n24*=a;this.n31*=a;this.n32*=a;this.n33*=a;this.n34*=a;this.n41*=a;this.n42*=a;this.n43*=a;this.n44*=a;return this},determinant:function(){var a=this.n11,b=this.n12,c=this.n13,d=this.n14,f=this.n21,g=this.n22,h=this.n23,k=this.n24,j=this.n31,m=this.n32,n=this.n33,w=this.n34,u=this.n41,p=this.n42,x=this.n43,A=this.n44;return d*h*m*u-c*k*m*u-d*g*n*u+b*k*n*u+c*g* -w*u-b*h*w*u-d*h*j*p+c*k*j*p+d*f*n*p-a*k*n*p-c*f*w*p+a*h*w*p+d*g*j*x-b*k*j*x-d*f*m*x+a*k*m*x+b*f*w*x-a*g*w*x-c*g*j*A+b*h*j*A+c*f*m*A-a*h*m*A-b*f*n*A+a*g*n*A},transpose:function(){var a;a=this.n21;this.n21=this.n12;this.n12=a;a=this.n31;this.n31=this.n13;this.n13=a;a=this.n32;this.n32=this.n23;this.n23=a;a=this.n41;this.n41=this.n14;this.n14=a;a=this.n42;this.n42=this.n24;this.n24=a;a=this.n43;this.n43=this.n34;this.n43=a;return this},clone:function(){var a=new THREE.Matrix4;a.n11=this.n11;a.n12=this.n12; -a.n13=this.n13;a.n14=this.n14;a.n21=this.n21;a.n22=this.n22;a.n23=this.n23;a.n24=this.n24;a.n31=this.n31;a.n32=this.n32;a.n33=this.n33;a.n34=this.n34;a.n41=this.n41;a.n42=this.n42;a.n43=this.n43;a.n44=this.n44;return a},flatten:function(){this.flattenToArray(this.flat);return this.flat},flattenToArray:function(a){a[0]=this.n11;a[1]=this.n21;a[2]=this.n31;a[3]=this.n41;a[4]=this.n12;a[5]=this.n22;a[6]=this.n32;a[7]=this.n42;a[8]=this.n13;a[9]=this.n23;a[10]=this.n33;a[11]=this.n43;a[12]=this.n14;a[13]= -this.n24;a[14]=this.n34;a[15]=this.n44;return a},flattenToArrayOffset:function(a,b){a[b]=this.n11;a[b+1]=this.n21;a[b+2]=this.n31;a[b+3]=this.n41;a[b+4]=this.n12;a[b+5]=this.n22;a[b+6]=this.n32;a[b+7]=this.n42;a[b+8]=this.n13;a[b+9]=this.n23;a[b+10]=this.n33;a[b+11]=this.n43;a[b+12]=this.n14;a[b+13]=this.n24;a[b+14]=this.n34;a[b+15]=this.n44;return a},setTranslation:function(a,b,c){this.set(1,0,0,a,0,1,0,b,0,0,1,c,0,0,0,1);return this},setScale:function(a,b,c){this.set(a,0,0,0,0,b,0,0,0,0,c,0,0,0, -0,1);return this},setRotX:function(a){var b=Math.cos(a);a=Math.sin(a);this.set(1,0,0,0,0,b,-a,0,0,a,b,0,0,0,0,1);return this},setRotY:function(a){var b=Math.cos(a);a=Math.sin(a);this.set(b,0,a,0,0,1,0,0,-a,0,b,0,0,0,0,1);return this},setRotZ:function(a){var b=Math.cos(a);a=Math.sin(a);this.set(b,-a,0,0,a,b,0,0,0,0,1,0,0,0,0,1);return this},setRotAxis:function(a,b){var c=Math.cos(b),d=Math.sin(b),f=1-c,g=a.x,h=a.y,k=a.z,j=f*g,m=f*h;this.set(j*g+c,j*h-d*k,j*k+d*h,0,j*h+d*k,m*h+c,m*k-d*g,0,j*k-d*h,m* -k+d*g,f*k*k+c,0,0,0,0,1);return this},setPosition:function(a){this.n14=a.x;this.n24=a.y;this.n34=a.z;return this},setRotationFromEuler:function(a){var b=a.x,c=a.y,d=a.z;a=Math.cos(b);b=Math.sin(b);var f=Math.cos(c);c=Math.sin(c);var g=Math.cos(d);d=Math.sin(d);var h=a*c,k=b*c;this.n11=f*g;this.n12=-f*d;this.n13=c;this.n21=k*g+a*d;this.n22=-k*d+a*g;this.n23=-b*f;this.n31=-h*g+b*d;this.n32=h*d+b*g;this.n33=a*f},setRotationFromQuaternion:function(a){var b=a.x,c=a.y,d=a.z,f=a.w,g=b+b,h=c+c,k=d+d;a=b* -g;var j=b*h;b*=k;var m=c*h;c*=k;d*=k;g*=f;h*=f;f*=k;this.n11=1-(m+d);this.n12=j-f;this.n13=b+h;this.n21=j+f;this.n22=1-(a+d);this.n23=c-g;this.n31=b-h;this.n32=c+g;this.n33=1-(a+m)},scale:function(a){var b=a.x,c=a.y;a=a.z;this.n11*=b;this.n12*=c;this.n13*=a;this.n21*=b;this.n22*=c;this.n23*=a;this.n31*=b;this.n32*=c;this.n33*=a;this.n41*=b;this.n42*=c;this.n43*=a;return this}};THREE.Matrix4.translationMatrix=function(a,b,c){var d=new THREE.Matrix4;d.setTranslation(a,b,c);return d}; -THREE.Matrix4.scaleMatrix=function(a,b,c){var d=new THREE.Matrix4;d.setScale(a,b,c);return d};THREE.Matrix4.rotationXMatrix=function(a){var b=new THREE.Matrix4;b.setRotX(a);return b};THREE.Matrix4.rotationYMatrix=function(a){var b=new THREE.Matrix4;b.setRotY(a);return b};THREE.Matrix4.rotationZMatrix=function(a){var b=new THREE.Matrix4;b.setRotZ(a);return b};THREE.Matrix4.rotationAxisAngleMatrix=function(a,b){var c=new THREE.Matrix4;c.setRotAxis(a,b);return c}; -THREE.Matrix4.makeInvert=function(a,b){var c=a.n11,d=a.n12,f=a.n13,g=a.n14,h=a.n21,k=a.n22,j=a.n23,m=a.n24,n=a.n31,w=a.n32,u=a.n33,p=a.n34,x=a.n41,A=a.n42,G=a.n43,v=a.n44;b===undefined&&(b=new THREE.Matrix4);b.n11=j*p*A-m*u*A+m*w*G-k*p*G-j*w*v+k*u*v;b.n12=g*u*A-f*p*A-g*w*G+d*p*G+f*w*v-d*u*v;b.n13=f*m*A-g*j*A+g*k*G-d*m*G-f*k*v+d*j*v;b.n14=g*j*w-f*m*w-g*k*u+d*m*u+f*k*p-d*j*p;b.n21=m*u*x-j*p*x-m*n*G+h*p*G+j*n*v-h*u*v;b.n22=f*p*x-g*u*x+g*n*G-c*p*G-f*n*v+c*u*v;b.n23=g*j*x-f*m*x-g*h*G+c*m*G+f*h*v-c*j*v; -b.n24=f*m*n-g*j*n+g*h*u-c*m*u-f*h*p+c*j*p;b.n31=k*p*x-m*w*x+m*n*A-h*p*A-k*n*v+h*w*v;b.n32=g*w*x-d*p*x-g*n*A+c*p*A+d*n*v-c*w*v;b.n33=f*m*x-g*k*x+g*h*A-c*m*A-d*h*v+c*k*v;b.n34=g*k*n-d*m*n-g*h*w+c*m*w+d*h*p-c*k*p;b.n41=j*w*x-k*u*x-j*n*A+h*u*A+k*n*G-h*w*G;b.n42=d*u*x-f*w*x+f*n*A-c*u*A-d*n*G+c*w*G;b.n43=f*k*x-d*j*x-f*h*A+c*j*A+d*h*G-c*k*G;b.n44=d*j*n-f*k*n+f*h*w-c*j*w-d*h*u+c*k*u;b.multiplyScalar(1/a.determinant());return b}; -THREE.Matrix4.makeInvert3x3=function(a){var b=a.m33,c=b.m,d=a.n33*a.n22-a.n32*a.n23,f=-a.n33*a.n21+a.n31*a.n23,g=a.n32*a.n21-a.n31*a.n22,h=-a.n33*a.n12+a.n32*a.n13,k=a.n33*a.n11-a.n31*a.n13,j=-a.n32*a.n11+a.n31*a.n12,m=a.n23*a.n12-a.n22*a.n13,n=-a.n23*a.n11+a.n21*a.n13,w=a.n22*a.n11-a.n21*a.n12;a=a.n11*d+a.n21*h+a.n31*m;if(a==0)throw"matrix not invertible";a=1/a;c[0]=a*d;c[1]=a*f;c[2]=a*g;c[3]=a*h;c[4]=a*k;c[5]=a*j;c[6]=a*m;c[7]=a*n;c[8]=a*w;return b}; -THREE.Matrix4.makeFrustum=function(a,b,c,d,f,g){var h;h=new THREE.Matrix4;h.n11=2*f/(b-a);h.n12=0;h.n13=(b+a)/(b-a);h.n14=0;h.n21=0;h.n22=2*f/(d-c);h.n23=(d+c)/(d-c);h.n24=0;h.n31=0;h.n32=0;h.n33=-(g+f)/(g-f);h.n34=-2*g*f/(g-f);h.n41=0;h.n42=0;h.n43=-1;h.n44=0;return h};THREE.Matrix4.makePerspective=function(a,b,c,d){var f;a=c*Math.tan(a*Math.PI/360);f=-a;return THREE.Matrix4.makeFrustum(f*b,a*b,f,a,c,d)}; -THREE.Matrix4.makeOrtho=function(a,b,c,d,f,g){var h,k,j,m;h=new THREE.Matrix4;k=b-a;j=c-d;m=g-f;h.n11=2/k;h.n12=0;h.n13=0;h.n14=-((b+a)/k);h.n21=0;h.n22=2/j;h.n23=0;h.n24=-((c+d)/j);h.n31=0;h.n32=0;h.n33=-2/m;h.n34=-((g+f)/m);h.n41=0;h.n42=0;h.n43=0;h.n44=1;return h};THREE.Matrix4.__tmpVec1=new THREE.Vector3;THREE.Matrix4.__tmpVec2=new THREE.Vector3;THREE.Matrix4.__tmpVec3=new THREE.Vector3; +THREE.Matrix4=function(a,b,c,e,f,g,h,k,j,l,m,v,p,o,x,z){this.set(a||1,b||0,c||0,e||0,f||0,g||1,h||0,k||0,j||0,l||0,m||1,v||0,p||0,o||0,x||0,z||1);this.flat=Array(16);this.m33=new THREE.Matrix3}; +THREE.Matrix4.prototype={set:function(a,b,c,e,f,g,h,k,j,l,m,v,p,o,x,z){this.n11=a;this.n12=b;this.n13=c;this.n14=e;this.n21=f;this.n22=g;this.n23=h;this.n24=k;this.n31=j;this.n32=l;this.n33=m;this.n34=v;this.n41=p;this.n42=o;this.n43=x;this.n44=z;return this},identity:function(){this.set(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1);return this},copy:function(a){this.set(a.n11,a.n12,a.n13,a.n14,a.n21,a.n22,a.n23,a.n24,a.n31,a.n32,a.n33,a.n34,a.n41,a.n42,a.n43,a.n44);return this},lookAt:function(a,b,c){var e=THREE.Matrix4.__tmpVec1, +f=THREE.Matrix4.__tmpVec2,g=THREE.Matrix4.__tmpVec3;g.sub(a,b).normalize();e.cross(c,g).normalize();f.cross(g,e).normalize();this.n11=e.x;this.n12=f.x;this.n13=g.x;this.n14=-a.x;this.n21=e.y;this.n22=f.y;this.n23=g.y;this.n24=-a.y;this.n31=e.z;this.n32=f.z;this.n33=g.z;this.n34=-a.z;return this},multiplyVector3:function(a){var b=a.x,c=a.y,e=a.z,f=1/(this.n41*b+this.n42*c+this.n43*e+this.n44);a.x=(this.n11*b+this.n12*c+this.n13*e+this.n14)*f;a.y=(this.n21*b+this.n22*c+this.n23*e+this.n24)*f;a.z=(this.n31* +b+this.n32*c+this.n33*e+this.n34)*f;return a},multiplyVector3OnlyZ:function(a){var b=a.x,c=a.y;a=a.z;return(this.n31*b+this.n32*c+this.n33*a+this.n34)*(1/(this.n41*b+this.n42*c+this.n43*a+this.n44))},multiplyVector4:function(a){var b=a.x,c=a.y,e=a.z,f=a.w;a.x=this.n11*b+this.n12*c+this.n13*e+this.n14*f;a.y=this.n21*b+this.n22*c+this.n23*e+this.n24*f;a.z=this.n31*b+this.n32*c+this.n33*e+this.n34*f;a.w=this.n41*b+this.n42*c+this.n43*e+this.n44*f;return a},crossVector:function(a){var b=new THREE.Vector4; +b.x=this.n11*a.x+this.n12*a.y+this.n13*a.z+this.n14*a.w;b.y=this.n21*a.x+this.n22*a.y+this.n23*a.z+this.n24*a.w;b.z=this.n31*a.x+this.n32*a.y+this.n33*a.z+this.n34*a.w;b.w=a.w?this.n41*a.x+this.n42*a.y+this.n43*a.z+this.n44*a.w:1;return b},multiply:function(a,b){var c=a.n11,e=a.n12,f=a.n13,g=a.n14,h=a.n21,k=a.n22,j=a.n23,l=a.n24,m=a.n31,v=a.n32,p=a.n33,o=a.n34,x=a.n41,z=a.n42,H=a.n43,q=a.n44,G=b.n11,d=b.n12,M=b.n13,Q=b.n14,aa=b.n21,K=b.n22,L=b.n23,W=b.n24,T=b.n31,Y=b.n32,fa=b.n33,I=b.n34;this.n11= +c*G+e*aa+f*T;this.n12=c*d+e*K+f*Y;this.n13=c*M+e*L+f*fa;this.n14=c*Q+e*W+f*I+g;this.n21=h*G+k*aa+j*T;this.n22=h*d+k*K+j*Y;this.n23=h*M+k*L+j*fa;this.n24=h*Q+k*W+j*I+l;this.n31=m*G+v*aa+p*T;this.n32=m*d+v*K+p*Y;this.n33=m*M+v*L+p*fa;this.n34=m*Q+v*W+p*I+o;this.n41=x*G+z*aa+H*T;this.n42=x*d+z*K+H*Y;this.n43=x*M+z*L+H*fa;this.n44=x*Q+z*W+H*I+q;return this},multiplyToArray:function(a,b,c){var e=a.n11,f=a.n12,g=a.n13,h=a.n14,k=a.n21,j=a.n22,l=a.n23,m=a.n24,v=a.n31,p=a.n32,o=a.n33,x=a.n34,z=a.n41,H=a.n42, +q=a.n43;a=a.n44;var G=b.n11,d=b.n12,M=b.n13,Q=b.n14,aa=b.n21,K=b.n22,L=b.n23,W=b.n24,T=b.n31,Y=b.n32,fa=b.n33,I=b.n34,ea=b.n41,ra=b.n42,ba=b.n43;b=b.n44;this.n11=e*G+f*aa+g*T+h*ea;this.n12=e*d+f*K+g*Y+h*ra;this.n13=e*M+f*L+g*fa+h*ba;this.n14=e*Q+f*W+g*I+h*b;this.n21=k*G+j*aa+l*T+m*ea;this.n22=k*d+j*K+l*Y+m*ra;this.n23=k*M+j*L+l*fa+m*ba;this.n24=k*Q+j*W+l*I+m*b;this.n31=v*G+p*aa+o*T+x*ea;this.n32=v*d+p*K+o*Y+x*ra;this.n33=v*M+p*L+o*fa+x*ba;this.n34=v*Q+p*W+o*I+x*b;this.n41=z*G+H*aa+q*T+a*ea;this.n42= +z*d+H*K+q*Y+a*ra;this.n43=z*M+H*L+q*fa+a*ba;this.n44=z*Q+H*W+q*I+a*b;c[0]=this.n11;c[1]=this.n21;c[2]=this.n31;c[3]=this.n41;c[4]=this.n12;c[5]=this.n22;c[6]=this.n32;c[7]=this.n42;c[8]=this.n13;c[9]=this.n23;c[10]=this.n33;c[11]=this.n43;c[12]=this.n14;c[13]=this.n24;c[14]=this.n34;c[15]=this.n44;return this},multiplySelf:function(a){var b=this.n11,c=this.n12,e=this.n13,f=this.n14,g=this.n21,h=this.n22,k=this.n23,j=this.n24,l=this.n31,m=this.n32,v=this.n33,p=this.n34,o=this.n41,x=this.n42,z=this.n43, +H=this.n44,q=a.n11,G=a.n21,d=a.n31,M=a.n12,Q=a.n22,aa=a.n32,K=a.n13,L=a.n23,W=a.n33,T=a.n14,Y=a.n24;a=a.n34;this.n11=b*q+c*G+e*d;this.n12=b*M+c*Q+e*aa;this.n13=b*K+c*L+e*W;this.n14=b*T+c*Y+e*a+f;this.n21=g*q+h*G+k*d;this.n22=g*M+h*Q+k*aa;this.n23=g*K+h*L+k*W;this.n24=g*T+h*Y+k*a+j;this.n31=l*q+m*G+v*d;this.n32=l*M+m*Q+v*aa;this.n33=l*K+m*L+v*W;this.n34=l*T+m*Y+v*a+p;this.n41=o*q+x*G+z*d;this.n42=o*M+x*Q+z*aa;this.n43=o*K+x*L+z*W;this.n44=o*T+x*Y+z*a+H;return this},multiplyScalar:function(a){this.n11*= +a;this.n12*=a;this.n13*=a;this.n14*=a;this.n21*=a;this.n22*=a;this.n23*=a;this.n24*=a;this.n31*=a;this.n32*=a;this.n33*=a;this.n34*=a;this.n41*=a;this.n42*=a;this.n43*=a;this.n44*=a;return this},determinant:function(){var a=this.n11,b=this.n12,c=this.n13,e=this.n14,f=this.n21,g=this.n22,h=this.n23,k=this.n24,j=this.n31,l=this.n32,m=this.n33,v=this.n34,p=this.n41,o=this.n42,x=this.n43,z=this.n44;return e*h*l*p-c*k*l*p-e*g*m*p+b*k*m*p+c*g*v*p-b*h*v*p-e*h*j*o+c*k*j*o+e*f*m*o-a*k*m*o-c*f*v*o+a*h*v*o+ +e*g*j*x-b*k*j*x-e*f*l*x+a*k*l*x+b*f*v*x-a*g*v*x-c*g*j*z+b*h*j*z+c*f*l*z-a*h*l*z-b*f*m*z+a*g*m*z},transpose:function(){var a;a=this.n21;this.n21=this.n12;this.n12=a;a=this.n31;this.n31=this.n13;this.n13=a;a=this.n32;this.n32=this.n23;this.n23=a;a=this.n41;this.n41=this.n14;this.n14=a;a=this.n42;this.n42=this.n24;this.n24=a;a=this.n43;this.n43=this.n34;this.n43=a;return this},clone:function(){var a=new THREE.Matrix4;a.n11=this.n11;a.n12=this.n12;a.n13=this.n13;a.n14=this.n14;a.n21=this.n21;a.n22=this.n22; +a.n23=this.n23;a.n24=this.n24;a.n31=this.n31;a.n32=this.n32;a.n33=this.n33;a.n34=this.n34;a.n41=this.n41;a.n42=this.n42;a.n43=this.n43;a.n44=this.n44;return a},flatten:function(){this.flattenToArray(this.flat);return this.flat},flattenToArray:function(a){a[0]=this.n11;a[1]=this.n21;a[2]=this.n31;a[3]=this.n41;a[4]=this.n12;a[5]=this.n22;a[6]=this.n32;a[7]=this.n42;a[8]=this.n13;a[9]=this.n23;a[10]=this.n33;a[11]=this.n43;a[12]=this.n14;a[13]=this.n24;a[14]=this.n34;a[15]=this.n44;return a},flattenToArrayOffset:function(a, +b){a[b]=this.n11;a[b+1]=this.n21;a[b+2]=this.n31;a[b+3]=this.n41;a[b+4]=this.n12;a[b+5]=this.n22;a[b+6]=this.n32;a[b+7]=this.n42;a[b+8]=this.n13;a[b+9]=this.n23;a[b+10]=this.n33;a[b+11]=this.n43;a[b+12]=this.n14;a[b+13]=this.n24;a[b+14]=this.n34;a[b+15]=this.n44;return a},setTranslation:function(a,b,c){this.set(1,0,0,a,0,1,0,b,0,0,1,c,0,0,0,1);return this},setScale:function(a,b,c){this.set(a,0,0,0,0,b,0,0,0,0,c,0,0,0,0,1);return this},setRotX:function(a){var b=Math.cos(a);a=Math.sin(a);this.set(1, +0,0,0,0,b,-a,0,0,a,b,0,0,0,0,1);return this},setRotY:function(a){var b=Math.cos(a);a=Math.sin(a);this.set(b,0,a,0,0,1,0,0,-a,0,b,0,0,0,0,1);return this},setRotZ:function(a){var b=Math.cos(a);a=Math.sin(a);this.set(b,-a,0,0,a,b,0,0,0,0,1,0,0,0,0,1);return this},setRotAxis:function(a,b){var c=Math.cos(b),e=Math.sin(b),f=1-c,g=a.x,h=a.y,k=a.z,j=f*g,l=f*h;this.set(j*g+c,j*h-e*k,j*k+e*h,0,j*h+e*k,l*h+c,l*k-e*g,0,j*k-e*h,l*k+e*g,f*k*k+c,0,0,0,0,1);return this},setPosition:function(a){this.n14=a.x;this.n24= +a.y;this.n34=a.z;return this},setRotationFromEuler:function(a){var b=a.x,c=a.y,e=a.z;a=Math.cos(b);b=Math.sin(b);var f=Math.cos(c);c=Math.sin(c);var g=Math.cos(e);e=Math.sin(e);var h=a*c,k=b*c;this.n11=f*g;this.n12=-f*e;this.n13=c;this.n21=k*g+a*e;this.n22=-k*e+a*g;this.n23=-b*f;this.n31=-h*g+b*e;this.n32=h*e+b*g;this.n33=a*f},setRotationFromQuaternion:function(a){var b=a.x,c=a.y,e=a.z,f=a.w,g=b+b,h=c+c,k=e+e;a=b*g;var j=b*h;b*=k;var l=c*h;c*=k;e*=k;g*=f;h*=f;f*=k;this.n11=1-(l+e);this.n12=j-f;this.n13= +b+h;this.n21=j+f;this.n22=1-(a+e);this.n23=c-g;this.n31=b-h;this.n32=c+g;this.n33=1-(a+l)},scale:function(a){var b=a.x,c=a.y;a=a.z;this.n11*=b;this.n12*=c;this.n13*=a;this.n21*=b;this.n22*=c;this.n23*=a;this.n31*=b;this.n32*=c;this.n33*=a;this.n41*=b;this.n42*=c;this.n43*=a;return this}};THREE.Matrix4.translationMatrix=function(a,b,c){var e=new THREE.Matrix4;e.setTranslation(a,b,c);return e};THREE.Matrix4.scaleMatrix=function(a,b,c){var e=new THREE.Matrix4;e.setScale(a,b,c);return e}; +THREE.Matrix4.rotationXMatrix=function(a){var b=new THREE.Matrix4;b.setRotX(a);return b};THREE.Matrix4.rotationYMatrix=function(a){var b=new THREE.Matrix4;b.setRotY(a);return b};THREE.Matrix4.rotationZMatrix=function(a){var b=new THREE.Matrix4;b.setRotZ(a);return b};THREE.Matrix4.rotationAxisAngleMatrix=function(a,b){var c=new THREE.Matrix4;c.setRotAxis(a,b);return c}; +THREE.Matrix4.makeInvert=function(a,b){var c=a.n11,e=a.n12,f=a.n13,g=a.n14,h=a.n21,k=a.n22,j=a.n23,l=a.n24,m=a.n31,v=a.n32,p=a.n33,o=a.n34,x=a.n41,z=a.n42,H=a.n43,q=a.n44;b===undefined&&(b=new THREE.Matrix4);b.n11=j*o*z-l*p*z+l*v*H-k*o*H-j*v*q+k*p*q;b.n12=g*p*z-f*o*z-g*v*H+e*o*H+f*v*q-e*p*q;b.n13=f*l*z-g*j*z+g*k*H-e*l*H-f*k*q+e*j*q;b.n14=g*j*v-f*l*v-g*k*p+e*l*p+f*k*o-e*j*o;b.n21=l*p*x-j*o*x-l*m*H+h*o*H+j*m*q-h*p*q;b.n22=f*o*x-g*p*x+g*m*H-c*o*H-f*m*q+c*p*q;b.n23=g*j*x-f*l*x-g*h*H+c*l*H+f*h*q-c*j*q; +b.n24=f*l*m-g*j*m+g*h*p-c*l*p-f*h*o+c*j*o;b.n31=k*o*x-l*v*x+l*m*z-h*o*z-k*m*q+h*v*q;b.n32=g*v*x-e*o*x-g*m*z+c*o*z+e*m*q-c*v*q;b.n33=f*l*x-g*k*x+g*h*z-c*l*z-e*h*q+c*k*q;b.n34=g*k*m-e*l*m-g*h*v+c*l*v+e*h*o-c*k*o;b.n41=j*v*x-k*p*x-j*m*z+h*p*z+k*m*H-h*v*H;b.n42=e*p*x-f*v*x+f*m*z-c*p*z-e*m*H+c*v*H;b.n43=f*k*x-e*j*x-f*h*z+c*j*z+e*h*H-c*k*H;b.n44=e*j*m-f*k*m+f*h*v-c*j*v-e*h*p+c*k*p;b.multiplyScalar(1/a.determinant());return b}; +THREE.Matrix4.makeInvert3x3=function(a){var b=a.m33,c=b.m,e=a.n33*a.n22-a.n32*a.n23,f=-a.n33*a.n21+a.n31*a.n23,g=a.n32*a.n21-a.n31*a.n22,h=-a.n33*a.n12+a.n32*a.n13,k=a.n33*a.n11-a.n31*a.n13,j=-a.n32*a.n11+a.n31*a.n12,l=a.n23*a.n12-a.n22*a.n13,m=-a.n23*a.n11+a.n21*a.n13,v=a.n22*a.n11-a.n21*a.n12;a=a.n11*e+a.n21*h+a.n31*l;if(a==0)throw"matrix not invertible";a=1/a;c[0]=a*e;c[1]=a*f;c[2]=a*g;c[3]=a*h;c[4]=a*k;c[5]=a*j;c[6]=a*l;c[7]=a*m;c[8]=a*v;return b}; +THREE.Matrix4.makeFrustum=function(a,b,c,e,f,g){var h;h=new THREE.Matrix4;h.n11=2*f/(b-a);h.n12=0;h.n13=(b+a)/(b-a);h.n14=0;h.n21=0;h.n22=2*f/(e-c);h.n23=(e+c)/(e-c);h.n24=0;h.n31=0;h.n32=0;h.n33=-(g+f)/(g-f);h.n34=-2*g*f/(g-f);h.n41=0;h.n42=0;h.n43=-1;h.n44=0;return h};THREE.Matrix4.makePerspective=function(a,b,c,e){var f;a=c*Math.tan(a*Math.PI/360);f=-a;return THREE.Matrix4.makeFrustum(f*b,a*b,f,a,c,e)}; +THREE.Matrix4.makeOrtho=function(a,b,c,e,f,g){var h,k,j,l;h=new THREE.Matrix4;k=b-a;j=c-e;l=g-f;h.n11=2/k;h.n12=0;h.n13=0;h.n14=-((b+a)/k);h.n21=0;h.n22=2/j;h.n23=0;h.n24=-((c+e)/j);h.n31=0;h.n32=0;h.n33=-2/l;h.n34=-((g+f)/l);h.n41=0;h.n42=0;h.n43=0;h.n44=1;return h};THREE.Matrix4.__tmpVec1=new THREE.Vector3;THREE.Matrix4.__tmpVec2=new THREE.Vector3;THREE.Matrix4.__tmpVec3=new THREE.Vector3; THREE.Object3D=function(){this.id=THREE.Object3DCounter.value++;this.parent=undefined;this.children=[];this.position=new THREE.Vector3;this.positionScreen=new THREE.Vector4;this.rotation=new THREE.Vector3;this.scale=new THREE.Vector3(1,1,1);this.matrix=new THREE.Matrix4;this.matrixWorld=new THREE.Matrix4;this.matrixRotation=new THREE.Matrix4;this.matrixRotationWorld=new THREE.Matrix4;this.matrixNeedsUpdate=!0;this.matrixAutoUpdate=!0;this.quaternion=new THREE.Quaternion;this.useQuaternion=!1;this.boundRadius= 0;this.boundRadiusScale=1;this.visible=!0}; -THREE.Object3D.prototype={addChild:function(a){if(this.children.indexOf(a)===-1){a.parent!==undefined&&a.parent.removeChild(a);a.parent=this;this.children.push(a)}},removeChild:function(a){var b=this.children.indexOf(a);if(b!==-1){a.parent=undefined;this.children.splice(b,1)}},updateMatrix:function(){this.matrix.setPosition(this.position);this.useQuaternion?this.matrixRotation.setRotationFromQuaternion(this.quaternion):this.matrixRotation.setRotationFromEuler(this.rotation);this.matrix.n11=this.matrixRotation.n11; -this.matrix.n12=this.matrixRotation.n12;this.matrix.n13=this.matrixRotation.n13;this.matrix.n21=this.matrixRotation.n21;this.matrix.n22=this.matrixRotation.n22;this.matrix.n23=this.matrixRotation.n23;this.matrix.n31=this.matrixRotation.n31;this.matrix.n32=this.matrixRotation.n32;this.matrix.n33=this.matrixRotation.n33;if(this.scale.x!==1||this.scale.y!==1||this.scale.z!==1){this.matrix.scale(this.scale);this.boundRadiusScale=Math.max(this.scale.x,Math.max(this.scale.y,this.scale.z))}return!0},update:function(a, -b,c){if(this.visible){this.matrixAutoUpdate&&(b|=this.updateMatrix());if(b||this.matrixNeedsUpdate){a?this.matrixWorld.multiply(a,this.matrix):this.matrixWorld.copy(this.matrix);this.matrixNeedsUpdate=!1;b=!0}a=0;for(var d=this.children.length;a=1){c.w=a.w;c.x=a.x;c.y=a.y;c.z=a.z;return c}var g=Math.acos(f),h=Math.sqrt(1-f*f);if(Math.abs(h)<0.001){c.w=0.5*(a.w+b.w);c.x=0.5*(a.x+b.x);c.y=0.5*(a.y+b.y);c.z=0.5*(a.z+b.z);return c}f=Math.sin((1-d)*g)/h;d=Math.sin(d*g)/h;c.w=a.w*f+b.w*d;c.x=a.x*f+b.x*d;c.y=a.y*f+b.y*d;c.z=a.z*f+b.z*d;return c}; +THREE.Object3D.prototype={addChild:function(a){if(this.children.indexOf(a)===-1){a.parent!==undefined&&a.parent.removeChild(a);a.parent=this;this.children.push(a);for(var b=this;b instanceof THREE.Scene===!1&&b!==undefined;)b=b.parent;b!==undefined&&b.addChildRecurse(a)}},removeChild:function(a){var b=this.children.indexOf(a);if(b!==-1){a.parent=undefined;this.children.splice(b,1)}},updateMatrix:function(){this.matrix.setPosition(this.position);this.useQuaternion?this.matrixRotation.setRotationFromQuaternion(this.quaternion): +this.matrixRotation.setRotationFromEuler(this.rotation);this.matrix.n11=this.matrixRotation.n11;this.matrix.n12=this.matrixRotation.n12;this.matrix.n13=this.matrixRotation.n13;this.matrix.n21=this.matrixRotation.n21;this.matrix.n22=this.matrixRotation.n22;this.matrix.n23=this.matrixRotation.n23;this.matrix.n31=this.matrixRotation.n31;this.matrix.n32=this.matrixRotation.n32;this.matrix.n33=this.matrixRotation.n33;if(this.scale.x!==1||this.scale.y!==1||this.scale.z!==1){this.matrix.scale(this.scale); +this.boundRadiusScale=Math.max(this.scale.x,Math.max(this.scale.y,this.scale.z))}return!0},update:function(a,b,c){if(this.visible){this.matrixAutoUpdate&&(b|=this.updateMatrix());if(b||this.matrixNeedsUpdate){a?this.matrixWorld.multiply(a,this.matrix):this.matrixWorld.copy(this.matrix);this.matrixNeedsUpdate=!1;b=!0}a=0;for(var e=this.children.length;a=1){c.w=a.w;c.x=a.x;c.y=a.y;c.z=a.z;return c}var g=Math.acos(f),h=Math.sqrt(1-f*f);if(Math.abs(h)<0.0010){c.w=0.5*(a.w+b.w);c.x=0.5*(a.x+b.x);c.y=0.5*(a.y+b.y);c.z=0.5*(a.z+b.z);return c}f=Math.sin((1-e)*g)/h;e=Math.sin(e*g)/h;c.w=a.w*f+b.w*e;c.x=a.x*f+b.x*e;c.y=a.y*f+b.y*e;c.z=a.z*f+b.z*e;return c}; THREE.Vertex=function(a,b){this.position=a||new THREE.Vector3;this.positionWorld=new THREE.Vector3;this.positionScreen=new THREE.Vector4;this.normal=b||new THREE.Vector3;this.normalWorld=new THREE.Vector3;this.normalScreen=new THREE.Vector3;this.tangent=new THREE.Vector4;this.__visible=!0}; -THREE.Face3=function(a,b,c,d,f){this.a=a;this.b=b;this.c=c;this.centroid=new THREE.Vector3;this.normal=d instanceof THREE.Vector3?d:new THREE.Vector3;this.vertexNormals=d instanceof Array?d:[];this.materials=f instanceof Array?f:[f]};THREE.Face4=function(a,b,c,d,f,g){this.a=a;this.b=b;this.c=c;this.d=d;this.centroid=new THREE.Vector3;this.normal=f instanceof THREE.Vector3?f:new THREE.Vector3;this.vertexNormals=f instanceof Array?f:[];this.materials=g instanceof Array?g:[g]}; +THREE.Face3=function(a,b,c,e,f){this.a=a;this.b=b;this.c=c;this.centroid=new THREE.Vector3;this.normal=e instanceof THREE.Vector3?e:new THREE.Vector3;this.vertexNormals=e instanceof Array?e:[];this.materials=f instanceof Array?f:[f]};THREE.Face4=function(a,b,c,e,f,g){this.a=a;this.b=b;this.c=c;this.d=e;this.centroid=new THREE.Vector3;this.normal=f instanceof THREE.Vector3?f:new THREE.Vector3;this.vertexNormals=f instanceof Array?f:[];this.materials=g instanceof Array?g:[g]}; THREE.UV=function(a,b){this.set(a||0,b||0)};THREE.UV.prototype={set:function(a,b){this.u=a;this.v=b;return this},copy:function(a){this.set(a.u,a.v);return this}};THREE.Geometry=function(){this.id="Geometry"+THREE.GeometryIdCounter++;this.vertices=[];this.faces=[];this.uvs=[];this.uvs2=[];this.colors=[];this.skinWeights=[];this.skinIndices=[];this.boundingSphere=this.boundingBox=null;this.geometryChunks={};this.hasTangents=!1}; THREE.Geometry.prototype={computeCentroids:function(){var a,b,c;a=0;for(b=this.faces.length;a0){this.boundingBox={x:[this.vertices[0].position.x,this.vertices[0].position.x],y:[this.vertices[0].position.y,this.vertices[0].position.y], +c.centroid.addSelf(this.vertices[c.d].position);c.centroid.divideScalar(4)}}},computeFaceNormals:function(a){var b,c,e,f,g,h,k=new THREE.Vector3,j=new THREE.Vector3;e=0;for(f=this.vertices.length;e0){this.boundingBox={x:[this.vertices[0].position.x,this.vertices[0].position.x],y:[this.vertices[0].position.y,this.vertices[0].position.y], z:[this.vertices[0].position.z,this.vertices[0].position.z]};for(var b=1,c=this.vertices.length;bthis.boundingBox.x[1])this.boundingBox.x[1]=a.position.x;if(a.position.ythis.boundingBox.y[1])this.boundingBox.y[1]=a.position.y;if(a.position.z -this.boundingBox.z[1])this.boundingBox.z[1]=a.position.z}}},computeBoundingSphere:function(){for(var a=this.boundingSphere===null?0:this.boundingSphere.radius,b=0,c=this.vertices.length;b65535){m[k].counter+=1;j=m[k].hash+"_"+m[k].counter;this.geometryChunks[j]==undefined&&(this.geometryChunks[j]={faces:[],materials:h,vertices:0})}this.geometryChunks[j].faces.push(d);this.geometryChunks[j].vertices+=g}}};THREE.GeometryIdCounter=0; -THREE.AnimationHandler=function(){var a=[],b={};b.update=function(c){for(var d=0;d65535){l[k].counter+=1;j=l[k].hash+"_"+l[k].counter;this.geometryChunks[j]==undefined&&(this.geometryChunks[j]={faces:[],materials:h,vertices:0})}this.geometryChunks[j].faces.push(e);this.geometryChunks[j].vertices+=g}}};THREE.GeometryIdCounter=0; +THREE.AnimationHandler=function(){var a=[],b={};b.update=function(c){for(var e=0;ethis.data.length){for(;j>this.data.length;)j-=this.data.length;this.startTime=(new Date).getTime()*0.001-j;j=(new Date).getTime()*0.001-this.startTime}h=Math.min(parseInt(j*this.data.fps),parseInt(this.data.length*this.data.fps));for(var n=0,w=this.hierarchy.length;n1){console.log("Scale out of bounds:"+b);b=b<0?0:1}THREE.Quaternion.slerp(d,f,g.quaternion,b)}else{c=c==="pos"?g.position:g.scale;c.x=d[0]+(f[0]-d[0])*b;c.y=d[1]+(f[1]-d[1])*b;c.z=d[2]+(f[2]-d[2])*b}}}if(k[0][h]===undefined){this.hierarchy[0].update(undefined,!0);for(n=0;nthis.data.length){for(;j>this.data.length;)j-=this.data.length;this.startTime=(new Date).getTime()*0.0010-j;j=(new Date).getTime()*0.0010-this.startTime}h=Math.min(parseInt(j*this.data.fps),parseInt(this.data.length*this.data.fps));for(var m=0,v=this.hierarchy.length;m1){console.log("Scale out of bounds:"+b);b=b<0?0:1}THREE.Quaternion.slerp(e,f,g.quaternion,b)}else{c=c==="pos"?g.position:g.scale;c.x=e[0]+(f[0]-e[0])*b;c.y=e[1]+(f[1]-e[1])*b;c.z=e[2]+(f[2]-e[2])*b}}}if(k[0][h]===undefined){this.hierarchy[0].update(undefined,!0);for(m=0;m-this.near)return!1;if(h+g<-this.far)return!1;h-=g;var k=this.projectionMatrix,j=1/(k.n43*h),m=j*this.screenCenterX,n=(f.n11*b+f.n12*c+f.n13*d+f.n14)*k.n11*m;g=k.n11*g*m;if(n+g<-this.screenCenterX)return!1;if(n-g>this.screenCenterX)return!1;b=(f.n21*b+f.n22*c+f.n23*d+f.n24)*k.n22*j*this.screenCenterY; -if(b+g<-this.screenCenterY)return!1;if(b-g>this.screenCenterY)return!1;a.positionScreen.set(n,b,h,g);return!0};function bind(a,b){return function(){b.apply(a,arguments)}} -THREE.QuakeCamera=function(a){THREE.Camera.call(this,a.fov,a.aspect,a.near,a.far,a.target);this.movement_speed=1;this.look_speed=0.005;this.nofly=!1;this.look_vertical=!0;this.domElement=document;if(a){if(a.movement_speed!==undefined)this.movement_speed=a.movement_speed;if(a.look_speed!==undefined)this.look_speed=a.look_speed;if(a.nofly!==undefined)this.nofly=a.nofly;if(a.look_vertical!==undefined)this.look_vertical=a.look_vertical;if(a.domElement!==undefined)this.domElement=a.domElement}this.theta= +THREE.Camera.prototype.update=function(a,b,c){if(this.useTarget){this.matrix.lookAt(this.position,this.target.position,this.up);a?this.matrixWorld.multiply(a,this.matrix):this.matrixWorld.copy(this.matrix);THREE.Matrix4.makeInvert(this.matrixWorld,this.matrixWorldInverse);b=!0}else{this.matrixAutoUpdate&&(b|=this.updateMatrix());if(b||this.matrixNeedsUpdate){a?this.matrixWorld.multiply(a,this.matrix):this.matrixWorld.copy(this.matrix);this.matrixNeedsUpdate=!1;b=!0;THREE.Matrix4.makeInvert(this.matrixWorld, +this.matrixWorldInverse)}}for(a=0;a-this.near)return!1;if(h+g<-this.far)return!1;h-=g;var k=this.projectionMatrix,j=1/(k.n43*h),l=j*this.screenCenterX,m=(f.n11*b+f.n12*c+f.n13*e+f.n14)*k.n11*l;g=k.n11*g*l;if(m+g<-this.screenCenterX)return!1;if(m-g>this.screenCenterX)return!1;b=(f.n21*b+f.n22*c+f.n23*e+f.n24)*k.n22*j*this.screenCenterY; +if(b+g<-this.screenCenterY)return!1;if(b-g>this.screenCenterY)return!1;a.positionScreen.set(m,b,h,g);return!0};function bind(a,b){return function(){b.apply(a,arguments)}} +THREE.QuakeCamera=function(a){THREE.Camera.call(this,a.fov,a.aspect,a.near,a.far,a.target);this.movement_speed=1;this.look_speed=0.0050;this.nofly=!1;this.look_vertical=!0;this.domElement=document;if(a){if(a.movement_speed!==undefined)this.movement_speed=a.movement_speed;if(a.look_speed!==undefined)this.look_speed=a.look_speed;if(a.nofly!==undefined)this.nofly=a.nofly;if(a.look_vertical!==undefined)this.look_vertical=a.look_vertical;if(a.domElement!==undefined)this.domElement=a.domElement}this.theta= this.phy=this.lon=this.lat=this.mouseY=this.mouseX=0;this.moveForward=!1;this.moveBackward=!1;this.moveLeft=!1;this.moveRight=!1;this.windowHalfX=window.innerWidth/2;this.windowHalfY=window.innerHeight/2;this.onMouseDown=function(b){b.preventDefault();b.stopPropagation();switch(b.button){case 0:this.moveForward=!0;break;case 2:this.moveBackward=!0}};this.onMouseUp=function(b){b.preventDefault();b.stopPropagation();switch(b.button){case 0:this.moveForward=!1;break;case 2:this.moveBackward=!1}};this.onMouseMove= function(b){this.mouseX=b.clientX-this.windowHalfX;this.mouseY=b.clientY-this.windowHalfY};this.onKeyDown=function(b){switch(b.keyCode){case 38:case 87:this.moveForward=!0;break;case 37:case 65:this.moveLeft=!0;break;case 40:case 83:this.moveBackward=!0;break;case 39:case 68:this.moveRight=!0}};this.onKeyUp=function(b){switch(b.keyCode){case 38:case 87:this.moveForward=!1;break;case 37:case 65:this.moveLeft=!1;break;case 40:case 83:this.moveBackward=!1;break;case 39:case 68:this.moveRight=!1}};this.update= function(){this.moveForward&&this.translateZ(-this.movement_speed,this.nofly);this.moveBackward&&this.translateZ(this.movement_speed,this.nofly);this.moveLeft&&this.translateX(-this.movement_speed,this.nofly);this.moveRight&&this.translateX(this.movement_speed,this.nofly);this.lon+=this.mouseX*this.look_speed;this.look_vertical&&(this.lat-=this.mouseY*this.look_speed);this.lat=Math.max(-85,Math.min(85,this.lat));this.phi=(90-this.lat)*Math.PI/180;this.theta=this.lon*Math.PI/180;var b=this.target.position, @@ -109,144 +110,142 @@ a.vertex_shader;if(a.uniforms!==undefined)this.uniforms=a.uniforms;if(a.opacity! undefined)this.wireframe_linejoin=a.wireframe_linejoin;if(a.vertex_colors!==undefined)this.vertex_colors=a.vertex_colors;if(a.skinning!==undefined)this.skinning=a.skinning}}; THREE.ParticleBasicMaterial=function(a){this.id=THREE.MaterialCounter.value++;this.color=new THREE.Color(16777215);this.opacity=1;this.map=null;this.size=1;this.blending=THREE.NormalBlending;this.depth_test=!0;this.offset=new THREE.Vector2;this.vertex_colors=!1;if(a){a.color!==undefined&&this.color.setHex(a.color);if(a.opacity!==undefined)this.opacity=a.opacity;if(a.map!==undefined)this.map=a.map;if(a.size!==undefined)this.size=a.size;if(a.blending!==undefined)this.blending=a.blending;if(a.depth_test!== undefined)this.depth_test=a.depth_test;if(a.vertex_colors!==undefined)this.vertex_colors=a.vertex_colors}};THREE.ParticleCircleMaterial=function(a){this.id=THREE.MaterialCounter.value++;this.color=new THREE.Color(16777215);this.opacity=1;this.blending=THREE.NormalBlending;if(a){a.color!==undefined&&this.color.setHex(a.color);if(a.opacity!==undefined)this.opacity=a.opacity;if(a.blending!==undefined)this.blending=a.blending}}; -THREE.ParticleDOMMaterial=function(a){this.id=THREE.MaterialCounter.value++;this.domElement=a};THREE.Texture=function(a,b,c,d,f,g){this.image=a;this.mapping=b!==undefined?b:new THREE.UVMapping;this.wrap_s=c!==undefined?c:THREE.ClampToEdgeWrapping;this.wrap_t=d!==undefined?d:THREE.ClampToEdgeWrapping;this.mag_filter=f!==undefined?f:THREE.LinearFilter;this.min_filter=g!==undefined?g:THREE.LinearMipMapLinearFilter;this.needsUpdate=!1}; +THREE.ParticleDOMMaterial=function(a){this.id=THREE.MaterialCounter.value++;this.domElement=a};THREE.Texture=function(a,b,c,e,f,g){this.image=a;this.mapping=b!==undefined?b:new THREE.UVMapping;this.wrap_s=c!==undefined?c:THREE.ClampToEdgeWrapping;this.wrap_t=e!==undefined?e:THREE.ClampToEdgeWrapping;this.mag_filter=f!==undefined?f:THREE.LinearFilter;this.min_filter=g!==undefined?g:THREE.LinearMipMapLinearFilter;this.needsUpdate=!1}; THREE.Texture.prototype={clone:function(){return new THREE.Texture(this.image,this.mapping,this.wrap_s,this.wrap_t,this.mag_filter,this.min_filter)}};THREE.MultiplyOperation=0;THREE.MixOperation=1;THREE.RepeatWrapping=0;THREE.ClampToEdgeWrapping=1;THREE.MirroredRepeatWrapping=2;THREE.NearestFilter=3;THREE.NearestMipMapNearestFilter=4;THREE.NearestMipMapLinearFilter=5;THREE.LinearFilter=6;THREE.LinearMipMapNearestFilter=7;THREE.LinearMipMapLinearFilter=8;THREE.ByteType=9;THREE.UnsignedByteType=10; THREE.ShortType=11;THREE.UnsignedShortType=12;THREE.IntType=13;THREE.UnsignedIntType=14;THREE.FloatType=15;THREE.AlphaFormat=16;THREE.RGBFormat=17;THREE.RGBAFormat=18;THREE.LuminanceFormat=19;THREE.LuminanceAlphaFormat=20; THREE.RenderTarget=function(a,b,c){this.width=a;this.height=b;c=c||{};this.wrap_s=c.wrap_s!==undefined?c.wrap_s:THREE.ClampToEdgeWrapping;this.wrap_t=c.wrap_t!==undefined?c.wrap_t:THREE.ClampToEdgeWrapping;this.mag_filter=c.mag_filter!==undefined?c.mag_filter:THREE.LinearFilter;this.min_filter=c.min_filter!==undefined?c.min_filter:THREE.LinearMipMapLinearFilter;this.format=c.format!==undefined?c.format:THREE.RGBFormat;this.type=c.type!==undefined?c.type:THREE.UnsignedByteType}; -var Uniforms={clone:function(a){var b,c,d,f={};for(b in a){f[b]={};for(c in a[b]){d=a[b][c];f[b][c]=d instanceof THREE.Color||d instanceof THREE.Vector3||d instanceof THREE.Texture?d.clone():d}}return f},merge:function(a){var b,c,d,f={};for(b=0;b=0&&ea>=0&&J>=0&&$>=0)return!0;else if(Z<0&&ea<0||J<0&&$<0)return!1;else{if(Z<0)V=Math.max(V,Z/(Z-ea));else ea<0&&(S=Math.min(S,Z/(Z-ea)));if(J<0)V=Math.max(V,J/(J-$));else $<0&&(S=Math.min(S,J/(J-$)));if(SZ&&aa.z0&&G.z<1){u=x[p]=x[p]||new THREE.RenderableParticle;u.x=G.x/ -G.w;u.y=G.y/G.w;u.z=G.z;u.rotation=ga.rotation.z;u.scale.x=ga.scale.x*Math.abs(u.x-(G.x+P.projectionMatrix.n11)/(G.w+P.projectionMatrix.n14));u.scale.y=ga.scale.y*Math.abs(u.y-(G.y+P.projectionMatrix.n22)/(G.w+P.projectionMatrix.n24));u.materials=ga.materials;S.push(u);p++}}}}V&&S.sort(a);return S};this.unprojectVector=function(O,P){var V=THREE.Matrix4.makeInvert(P.matrixWorld);V.multiplySelf(THREE.Matrix4.makeInvert(P.projectionMatrix));V.multiplyVector3(O);return O}}; -THREE.DOMRenderer=function(){THREE.Renderer.call(this);var a=null,b=new THREE.Projector,c,d,f,g;this.domElement=document.createElement("div");this.setSize=function(h,k){c=h;d=k;f=c/2;g=d/2};this.render=function(h,k){var j,m,n,w,u,p,x,A;a=b.projectScene(h,k);j=0;for(m=a.length;j0){U.r+=Da.r*pa;U.g+=Da.g*pa;U.b+=Da.b*pa}}else if(pa instanceof THREE.PointLight){F.sub(pa.position, -ja);F.normalize();pa=ba.dot(F)*Ea;if(pa>0){U.r+=Da.r*pa;U.g+=Da.g*pa;U.b+=Da.b*pa}}}}function Ha(K,ja,ba){if(ba.opacity!=0){a(ba.opacity);b(ba.blending);var U,W,pa,Da,Ea,Ia;if(ba instanceof THREE.ParticleBasicMaterial){if(ba.map){Da=ba.map.image;Ea=Da.width>>1;Ia=Da.height>>1;W=ja.scale.x*k;pa=ja.scale.y*j;ba=W*Ea;U=pa*Ia;t.set(K.x-ba,K.y-U,K.x+ba,K.y+U);if(B.instersects(t)){m.save();m.translate(K.x,K.y);m.rotate(-ja.rotation);m.scale(W,-pa);m.translate(-Ea,-Ia);m.drawImage(Da,0,0);m.restore()}}}else if(ba instanceof -THREE.ParticleCircleMaterial){if(E){C.r=I.r+L.r+z.r;C.g=I.g+L.g+z.g;C.b=I.b+L.b+z.b;S.r=ba.color.r*C.r;S.g=ba.color.g*C.g;S.b=ba.color.b*C.b;S.updateStyleString()}else S.__styleString=ba.color.__styleString;ba=ja.scale.x*k;U=ja.scale.y*j;t.set(K.x-ba,K.y-U,K.x+ba,K.y+U);if(B.instersects(t)){W=S.__styleString;if(A!=W)m.fillStyle=A=W;m.save();m.translate(K.x,K.y);m.rotate(-ja.rotation);m.scale(ba,U);m.beginPath();m.arc(0,0,1,0,D,!0);m.closePath();m.fill();m.restore()}}}}function La(K,ja,ba,U){if(U.opacity!= -0){a(U.opacity);b(U.blending);m.beginPath();m.moveTo(K.positionScreen.x,K.positionScreen.y);m.lineTo(ja.positionScreen.x,ja.positionScreen.y);m.closePath();if(U instanceof THREE.LineBasicMaterial){S.__styleString=U.color.__styleString;K=U.linewidth;if(G!=K)m.lineWidth=G=K;K=S.__styleString;if(x!=K)m.strokeStyle=x=K;m.stroke();t.inflate(U.linewidth*2)}}}function ca(K,ja,ba,U,W,pa){if(W.opacity!=0){a(W.opacity);b(W.blending);M=K.positionScreen.x;e=K.positionScreen.y;da=ja.positionScreen.x;O=ja.positionScreen.y; -P=ba.positionScreen.x;V=ba.positionScreen.y;m.beginPath();m.moveTo(M,e);m.lineTo(da,O);m.lineTo(P,V);m.lineTo(M,e);m.closePath();if(W instanceof THREE.MeshBasicMaterial)if(W.map)W.map.mapping instanceof THREE.UVMapping&&ra(M,e,da,O,P,V,W.map.image,U.uvs[0].u,U.uvs[0].v,U.uvs[1].u,U.uvs[1].v,U.uvs[2].u,U.uvs[2].v);else if(W.env_map){if(W.env_map.mapping instanceof THREE.SphericalReflectionMapping){K=Ca.matrixWorld;F.copy(U.vertexNormalsWorld[0]);ia=(F.x*K.n11+F.y*K.n12+F.z*K.n13)*0.5+0.5;ga=-(F.x* -K.n21+F.y*K.n22+F.z*K.n23)*0.5+0.5;F.copy(U.vertexNormalsWorld[1]);ua=(F.x*K.n11+F.y*K.n12+F.z*K.n13)*0.5+0.5;xa=-(F.x*K.n21+F.y*K.n22+F.z*K.n23)*0.5+0.5;F.copy(U.vertexNormalsWorld[2]);l=(F.x*K.n11+F.y*K.n12+F.z*K.n13)*0.5+0.5;y=-(F.x*K.n21+F.y*K.n22+F.z*K.n23)*0.5+0.5;ra(M,e,da,O,P,V,W.env_map.image,ia,ga,ua,xa,l,y)}}else W.wireframe?X(W.color.__styleString,W.wireframe_linewidth):Y(W.color.__styleString);else if(W instanceof THREE.MeshLambertMaterial){if(W.map&&!W.wireframe){W.map.mapping instanceof -THREE.UVMapping&&ra(M,e,da,O,P,V,W.map.image,U.uvs[0].u,U.uvs[0].v,U.uvs[1].u,U.uvs[1].v,U.uvs[2].u,U.uvs[2].v);b(THREE.SubtractiveBlending)}if(E)if(!W.wireframe&&W.shading==THREE.SmoothShading&&U.vertexNormalsWorld.length==3){Z.r=ea.r=J.r=I.r;Z.g=ea.g=J.g=I.g;Z.b=ea.b=J.b=I.b;Ga(pa,U.v1.positionWorld,U.vertexNormalsWorld[0],Z);Ga(pa,U.v2.positionWorld,U.vertexNormalsWorld[1],ea);Ga(pa,U.v3.positionWorld,U.vertexNormalsWorld[2],J);$.r=(ea.r+J.r)*0.5;$.g=(ea.g+J.g)*0.5;$.b=(ea.b+J.b)*0.5;la=Ja(Z,ea, -J,$);ra(M,e,da,O,P,V,la,0,0,1,0,0,1)}else{C.r=I.r;C.g=I.g;C.b=I.b;Ga(pa,U.centroidWorld,U.normalWorld,C);S.r=W.color.r*C.r;S.g=W.color.g*C.g;S.b=W.color.b*C.b;S.updateStyleString();W.wireframe?X(S.__styleString,W.wireframe_linewidth):Y(S.__styleString)}else W.wireframe?X(W.color.__styleString,W.wireframe_linewidth):Y(W.color.__styleString)}else if(W instanceof THREE.MeshDepthMaterial){ta=Ca.near;aa=Ca.far;Z.r=Z.g=Z.b=1-Aa(K.positionScreen.z,ta,aa);ea.r=ea.g=ea.b=1-Aa(ja.positionScreen.z,ta,aa);J.r= -J.g=J.b=1-Aa(ba.positionScreen.z,ta,aa);$.r=(ea.r+J.r)*0.5;$.g=(ea.g+J.g)*0.5;$.b=(ea.b+J.b)*0.5;la=Ja(Z,ea,J,$);ra(M,e,da,O,P,V,la,0,0,1,0,0,1)}else if(W instanceof THREE.MeshNormalMaterial){S.r=N(U.normalWorld.x);S.g=N(U.normalWorld.y);S.b=N(U.normalWorld.z);S.updateStyleString();W.wireframe?X(S.__styleString,W.wireframe_linewidth):Y(S.__styleString)}}}function X(K,ja){if(x!=K)m.strokeStyle=x=K;if(G!=ja)m.lineWidth=G=ja;m.stroke();t.inflate(ja*2)}function Y(K){if(A!=K)m.fillStyle=A=K;m.fill()}function ra(K, -ja,ba,U,W,pa,Da,Ea,Ia,Ma,Ka,Fa,Sa){var Na,Oa;Na=Da.width-1;Oa=Da.height-1;Ea*=Na;Ia*=Oa;Ma*=Na;Ka*=Oa;Fa*=Na;Sa*=Oa;ba-=K;U-=ja;W-=K;pa-=ja;Ma-=Ea;Ka-=Ia;Fa-=Ea;Sa-=Ia;Na=Ma*Sa-Fa*Ka;if(Na!=0){Oa=1/Na;Na=(Sa*ba-Ka*W)*Oa;Ka=(Sa*U-Ka*pa)*Oa;ba=(Ma*W-Fa*ba)*Oa;U=(Ma*pa-Fa*U)*Oa;K=K-Na*Ea-ba*Ia;ja=ja-Ka*Ea-U*Ia;m.save();m.transform(Na,Ka,ba,U,K,ja);m.clip();m.drawImage(Da,0,0);m.restore()}}function Ja(K,ja,ba,U){var W=~~(K.r*255),pa=~~(K.g*255);K=~~(K.b*255);var Da=~~(ja.r*255),Ea=~~(ja.g*255);ja=~~(ja.b* -255);var Ia=~~(ba.r*255),Ma=~~(ba.g*255);ba=~~(ba.b*255);var Ka=~~(U.r*255),Fa=~~(U.g*255);U=~~(U.b*255);ka[0]=W<0?0:W>255?255:W;ka[1]=pa<0?0:pa>255?255:pa;ka[2]=K<0?0:K>255?255:K;ka[4]=Da<0?0:Da>255?255:Da;ka[5]=Ea<0?0:Ea>255?255:Ea;ka[6]=ja<0?0:ja>255?255:ja;ka[8]=Ia<0?0:Ia>255?255:Ia;ka[9]=Ma<0?0:Ma>255?255:Ma;ka[10]=ba<0?0:ba>255?255:ba;ka[12]=Ka<0?0:Ka>255?255:Ka;ka[13]=Fa<0?0:Fa>255?255:Fa;ka[14]=U<0?0:U>255?255:U;Q.putImageData(fa,0,0);na.drawImage(T,0,0);return qa}function Aa(K,ja,ba){K=(K- -ja)/(ba-ja);return K*K*(3-2*K)}function N(K){K=(K+1)*0.5;return K<0?0:K>1?1:K}function Ba(K,ja){var ba=ja.x-K.x,U=ja.y-K.y,W=1/Math.sqrt(ba*ba+U*U);ba*=W;U*=W;ja.x+=ba;ja.y+=U;K.x-=ba;K.y-=U}var Pa,Ta,sa,oa,za,wa,ya,va;this.autoClear?this.clear():m.setTransform(1,0,0,-1,k,j);c=d.projectScene(ha,Ca,this.sortElements);(E=ha.lights.length>0)&&R(ha);Pa=0;for(Ta=c.length;Pa0){ua.r+=y.color.r*B;ua.g+=y.color.g*B;ua.b+=y.color.b*B}}else if(y instanceof THREE.PointLight){V.sub(y.position,ga.centroidWorld);V.normalize();B=ga.normalWorld.dot(V)*y.intensity;if(B>0){ua.r+=y.color.r*B;ua.g+=y.color.g*B;ua.b+=y.color.b*B}}}}function b(ia,ga,ua,xa,l,y){J=d($++);J.setAttribute("d", -"M "+ia.positionScreen.x+" "+ia.positionScreen.y+" L "+ga.positionScreen.x+" "+ga.positionScreen.y+" L "+ua.positionScreen.x+","+ua.positionScreen.y+"z");if(l instanceof THREE.MeshBasicMaterial)o.__styleString=l.color.__styleString;else if(l instanceof THREE.MeshLambertMaterial)if(H){M.r=e.r;M.g=e.g;M.b=e.b;a(y,xa,M);o.r=l.color.r*M.r;o.g=l.color.g*M.g;o.b=l.color.b*M.b;o.updateStyleString()}else o.__styleString=l.color.__styleString;else if(l instanceof THREE.MeshDepthMaterial){P=1-l.__2near/(l.__farPlusNear- -xa.z*l.__farMinusNear);o.setRGB(P,P,P)}else l instanceof THREE.MeshNormalMaterial&&o.setRGB(f(xa.normalWorld.x),f(xa.normalWorld.y),f(xa.normalWorld.z));l.wireframe?J.setAttribute("style","fill: none; stroke: "+o.__styleString+"; stroke-width: "+l.wireframe_linewidth+"; stroke-opacity: "+l.opacity+"; stroke-linecap: "+l.wireframe_linecap+"; stroke-linejoin: "+l.wireframe_linejoin):J.setAttribute("style","fill: "+o.__styleString+"; fill-opacity: "+l.opacity);k.appendChild(J)}function c(ia,ga,ua,xa, -l,y,B){J=d($++);J.setAttribute("d","M "+ia.positionScreen.x+" "+ia.positionScreen.y+" L "+ga.positionScreen.x+" "+ga.positionScreen.y+" L "+ua.positionScreen.x+","+ua.positionScreen.y+" L 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d(ia){if(S[ia]==null){S[ia]=document.createElementNS("http://www.w3.org/2000/svg","path");la==0&&S[ia].setAttribute("shape-rendering","crispEdges")}return S[ia]}function f(ia){return ia<0?Math.min((1+ia)*0.5,0.5):0.5+Math.min(ia*0.5,0.5)}var g=null,h=new THREE.Projector,k=document.createElementNS("http://www.w3.org/2000/svg","svg"),j,m,n,w,u,p,x,A,G=new THREE.Rectangle,v=new THREE.Rectangle,H=!1,o=new THREE.Color(16777215),M=new THREE.Color(16777215), -e=new THREE.Color(0),da=new THREE.Color(0),O=new THREE.Color(0),P,V=new THREE.Vector3,S=[],Z=[],ea=[],J,$,ta,aa,la=1;this.domElement=k;this.autoClear=!0;this.sortObjects=!0;this.sortElements=!0;this.setQuality=function(ia){switch(ia){case "high":la=1;break;case "low":la=0}};this.setSize=function(ia,ga){j=ia;m=ga;n=j/2;w=m/2;k.setAttribute("viewBox",-n+" "+-w+" "+j+" "+m);k.setAttribute("width",j);k.setAttribute("height",m);G.set(-n,-w,n,w)};this.clear=function(){for(;k.childNodes.length>0;)k.removeChild(k.childNodes[0])}; 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instanceof -THREE.ParticleSystem)e.drawArrays(e.POINTS,0,t.__webGLParticleCount);else E instanceof THREE.Ribbon&&e.drawArrays(e.TRIANGLE_STRIP,0,t.__webGLVertexCount)}function g(l,y){if(!l.__webGLVertexBuffer)l.__webGLVertexBuffer=e.createBuffer();if(!l.__webGLNormalBuffer)l.__webGLNormalBuffer=e.createBuffer();if(l.hasPos){e.bindBuffer(e.ARRAY_BUFFER,l.__webGLVertexBuffer);e.bufferData(e.ARRAY_BUFFER,l.positionArray,e.DYNAMIC_DRAW);e.enableVertexAttribArray(y.attributes.position);e.vertexAttribPointer(y.attributes.position, -3,e.FLOAT,!1,0,0)}if(l.hasNormal){e.bindBuffer(e.ARRAY_BUFFER,l.__webGLNormalBuffer);e.bufferData(e.ARRAY_BUFFER,l.normalArray,e.DYNAMIC_DRAW);e.enableVertexAttribArray(y.attributes.normal);e.vertexAttribPointer(y.attributes.normal,3,e.FLOAT,!1,0,0)}e.drawArrays(e.TRIANGLES,0,l.count);l.count=0}function h(l){if(V!=l.doubleSided){l.doubleSided?e.disable(e.CULL_FACE):e.enable(e.CULL_FACE);V=l.doubleSided}if(S!=l.flipSided){l.flipSided?e.frontFace(e.CW):e.frontFace(e.CCW);S=l.flipSided}}function k(l){if(ea!= -l){l?e.enable(e.DEPTH_TEST):e.disable(e.DEPTH_TEST);ea=l}}function j(l){J[0].set(l.n41-l.n11,l.n42-l.n12,l.n43-l.n13,l.n44-l.n14);J[1].set(l.n41+l.n11,l.n42+l.n12,l.n43+l.n13,l.n44+l.n14);J[2].set(l.n41+l.n21,l.n42+l.n22,l.n43+l.n23,l.n44+l.n24);J[3].set(l.n41-l.n21,l.n42-l.n22,l.n43-l.n23,l.n44-l.n24);J[4].set(l.n41-l.n31,l.n42-l.n32,l.n43-l.n33,l.n44-l.n34);J[5].set(l.n41+l.n31,l.n42+l.n32,l.n43+l.n33,l.n44+l.n34);var y;for(l=0;l<6;l++){y=J[l];y.divideScalar(Math.sqrt(y.x*y.x+y.y*y.y+y.z*y.z))}} -function m(l){for(var y=l.matrixWorld,B=-l.geometry.boundingSphere.radius*Math.max(l.scale.x,Math.max(l.scale.y,l.scale.z)),q=0;q<6;q++){l=J[q].x*y.n14+J[q].y*y.n24+J[q].z*y.n34+J[q].w;if(l<=B)return!1}return!0}function n(l,y){l.list[l.count]=y;l.count+=1}function w(l){var y,B,q=l.object,t=l.opaque,E=l.transparent;E.count=0;l=t.count=0;for(y=q.materials.length;l0?"#define VERTEX_TEXTURES":"","#define MAX_DIR_LIGHTS "+E.maxDirLights,"#define MAX_POINT_LIGHTS "+E.maxPointLights,E.map?"#define USE_MAP":"", -E.env_map?"#define USE_ENVMAP":"",E.light_map?"#define USE_LIGHTMAP":"",E.vertex_colors?"#define USE_COLOR":"",E.skinning?"#define USE_SKINNING":"","uniform mat4 objectMatrix;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform mat4 viewMatrix;\nuniform mat3 normalMatrix;\nuniform vec3 cameraPosition;\nuniform mat4 cameraInverseMatrix;\nattribute vec3 position;\nattribute vec3 normal;\nattribute vec3 color;\nattribute vec2 uv;\nattribute vec2 uv2;\nattribute vec4 skinVertexA;\nattribute vec4 skinVertexB;\nattribute vec4 skinIndex;\nattribute vec4 skinWeight;\n"].join("\n"); -e.attachShader(B,H("fragment",t+L));e.attachShader(B,H("vertex",E+y));e.linkProgram(B);e.getProgramParameter(B,e.LINK_STATUS)||alert("Could not initialise shaders\nVALIDATE_STATUS: "+e.getProgramParameter(B,e.VALIDATE_STATUS)+", gl error ["+e.getError()+"]");B.uniforms={};B.attributes={};l.program=B;B=["viewMatrix","modelViewMatrix","projectionMatrix","normalMatrix","objectMatrix","cameraPosition","cameraInverseMatrix","boneGlobalMatrices"];for(q in l.uniforms)B.push(q);q=l.program;L=0;for(y=B.length;L< -y;L++){t=B[L];q.uniforms[t]=e.getUniformLocation(q,t)}q=l.program;B=["position","normal","uv","uv2","tangent","color","skinVertexA","skinVertexB","skinIndex","skinWeight"];L=0;for(y=B.length;L=0&&e.enableVertexAttribArray(q.color);q.normal>=0&&e.enableVertexAttribArray(q.normal);q.tangent>=0&&e.enableVertexAttribArray(q.tangent);if(l.skinning&&q.skinVertexA>=0&&q.skinVertexB>= -0&&q.skinIndex>=0&&q.skinWeight>=0){e.enableVertexAttribArray(q.skinVertexA);e.enableVertexAttribArray(q.skinVertexB);e.enableVertexAttribArray(q.skinIndex);e.enableVertexAttribArray(q.skinWeight)}};this.render=function(l,y,B,q){var t,E,C,I,L,z,D,F,T=l.lights,Q=l.fog;y.matrixAutoUpdate&&y.update();y.matrixWorld.flattenToArray(la);y.projectionMatrix.flattenToArray(ta);y.inverseMatrix.flattenToArray(aa);$.multiply(y.projectionMatrix,y.matrixWorld);j($);THREE.AnimationHandler&&THREE.AnimationHandler.update(); -l.update(undefined,!1,y);this.initWebGLObjects(l,y);v(B,q!==undefined?q:!0);this.autoClear&&this.clear();L=l.__webGLObjects.length;for(q=0;q0){e.bindBuffer(e.ARRAY_BUFFER,C.__webGLUVBuffer);e.bufferData(e.ARRAY_BUFFER,Pa,E)}if(Ea&&qa>0){e.bindBuffer(e.ARRAY_BUFFER,C.__webGLUV2Buffer);e.bufferData(e.ARRAY_BUFFER,Ta,E)}if(Da){e.bindBuffer(e.ELEMENT_ARRAY_BUFFER,C.__webGLFaceBuffer);e.bufferData(e.ELEMENT_ARRAY_BUFFER,ja,E);e.bindBuffer(e.ELEMENT_ARRAY_BUFFER,C.__webGLLineBuffer);e.bufferData(e.ELEMENT_ARRAY_BUFFER,ba,E)}if(N>0){e.bindBuffer(e.ARRAY_BUFFER, -C.__webGLSkinVertexABuffer);e.bufferData(e.ARRAY_BUFFER,wa,E);e.bindBuffer(e.ARRAY_BUFFER,C.__webGLSkinVertexBBuffer);e.bufferData(e.ARRAY_BUFFER,ya,E);e.bindBuffer(e.ARRAY_BUFFER,C.__webGLSkinIndicesBuffer);e.bufferData(e.ARRAY_BUFFER,va,E);e.bindBuffer(e.ARRAY_BUFFER,C.__webGLSkinWeightsBuffer);e.bufferData(e.ARRAY_BUFFER,K,E)}}x(objlist,D,I,z,t)}L.__dirtyVertices=!1;L.__dirtyElements=!1;L.__dirtyUvs=!1;L.__dirtyNormals=!1;L.__dirtyTangents=!1;L.__dirtyColors=!1}else if(t instanceof THREE.Ribbon){if(!L.__webGLVertexBuffer){I= -L;I.__webGLVertexBuffer=e.createBuffer();I.__webGLColorBuffer=e.createBuffer();I=L;z=I.vertices.length;I.__vertexArray=new Float32Array(z*3);I.__colorArray=new Float32Array(z*3);I.__webGLVertexCount=z;L.__dirtyVertices=!0;L.__dirtyColors=!0}if(L.__dirtyVertices||L.__dirtyColors){I=L;z=e.DYNAMIC_DRAW;Q=void 0;Q=void 0;F=void 0;C=void 0;fa=I.vertices;E=I.colors;qa=fa.length;ka=E.length;na=I.__vertexArray;T=I.__colorArray;ma=I.__dirtyColors;if(I.__dirtyVertices){for(Q=0;Q=0;B--){q=l.__webGLObjects[B].object; -y==q&&l.__webGLObjects.splice(B,1)}};this.setFaceCulling=function(l,y){if(l){!y||y=="ccw"?e.frontFace(e.CCW):e.frontFace(e.CW);if(l=="back")e.cullFace(e.BACK);else l=="front"?e.cullFace(e.FRONT):e.cullFace(e.FRONT_AND_BACK);e.enable(e.CULL_FACE)}else e.disable(e.CULL_FACE)};this.supportsVertexTextures=function(){return e.getParameter(e.MAX_VERTEX_TEXTURE_IMAGE_UNITS)>0}}; +THREE.Projector=function(){function a(K,L){return L.z-K.z}function b(K,L){var W=0,T=1,Y=K.z+K.w,fa=L.z+L.w,I=-K.z+K.w,ea=-L.z+L.w;if(Y>=0&&fa>=0&&I>=0&&ea>=0)return!0;else if(Y<0&&fa<0||I<0&&ea<0)return!1;else{if(Y<0)W=Math.max(W,Y/(Y-fa));else fa<0&&(T=Math.min(T,Y/(Y-fa)));if(I<0)W=Math.max(W,I/(I-ea));else ea<0&&(T=Math.min(T,I/(I-ea)));if(TY&&ba.z0&&H.z<1){p=x[o]=x[o]||new THREE.RenderableParticle;p.x=H.x/H.w;p.y=H.y/H.w;p.z=H.z;p.rotation=A.rotation.z;p.scale.x=A.scale.x*Math.abs(p.x- +(H.x+L.projectionMatrix.n11)/(H.w+L.projectionMatrix.n14));p.scale.y=A.scale.y*Math.abs(p.y-(H.y+L.projectionMatrix.n22)/(H.w+L.projectionMatrix.n24));p.materials=A.materials;T.push(p);o++}}}}W&&T.sort(a);return T};this.unprojectVector=function(K,L){var W=THREE.Matrix4.makeInvert(L.matrixWorld);W.multiplySelf(THREE.Matrix4.makeInvert(L.projectionMatrix));W.multiplyVector3(K);return K}}; +THREE.DOMRenderer=function(){THREE.Renderer.call(this);var a=null,b=new THREE.Projector,c,e,f,g;this.domElement=document.createElement("div");this.setSize=function(h,k){c=h;e=k;f=c/2;g=e/2};this.render=function(h,k){var j,l,m,v,p,o,x,z;a=b.projectScene(h,k);j=0;for(l=a.length;j0){U.r+=Ba.r*qa;U.g+=Ba.g*qa;U.b+=Ba.b*qa}}else if(qa instanceof THREE.PointLight){N.sub(qa.position,ma);N.normalize(); +qa=ia.dot(N)*va;if(qa>0){U.r+=Ba.r*qa;U.g+=Ba.g*qa;U.b+=Ba.b*qa}}}}function da(O,ma,ia){if(ia.opacity!=0){a(ia.opacity);b(ia.blending);var U,ha,qa,Ba,va,Ea;if(ia instanceof THREE.ParticleBasicMaterial){if(ia.map){Ba=ia.map.image;va=Ba.width>>1;Ea=Ba.height>>1;ha=ma.scale.x*k;qa=ma.scale.y*j;ia=ha*va;U=qa*Ea;y.set(O.x-ia,O.y-U,O.x+ia,O.y+U);if(E.instersects(y)){l.save();l.translate(O.x,O.y);l.rotate(-ma.rotation);l.scale(ha,-qa);l.translate(-va,-Ea);l.drawImage(Ba,0,0);l.restore()}}}else if(ia instanceof +THREE.ParticleCircleMaterial){if(P){S.r=Z.r+la.r+u.r;S.g=Z.g+la.g+u.g;S.b=Z.b+la.b+u.b;T.r=ia.color.r*S.r;T.g=ia.color.g*S.g;T.b=ia.color.b*S.b;T.updateStyleString()}else T.__styleString=ia.color.__styleString;ia=ma.scale.x*k;U=ma.scale.y*j;y.set(O.x-ia,O.y-U,O.x+ia,O.y+U);if(E.instersects(y)){ha=T.__styleString;if(z!=ha)l.fillStyle=z=ha;l.save();l.translate(O.x,O.y);l.rotate(-ma.rotation);l.scale(ia,U);l.beginPath();l.arc(0,0,1,0,F,!0);l.closePath();l.fill();l.restore()}}}}function ta(O,ma,ia,U){if(U.opacity!= +0){a(U.opacity);b(U.blending);l.beginPath();l.moveTo(O.positionScreen.x,O.positionScreen.y);l.lineTo(ma.positionScreen.x,ma.positionScreen.y);l.closePath();if(U instanceof THREE.LineBasicMaterial){T.__styleString=U.color.__styleString;O=U.linewidth;if(H!=O)l.lineWidth=H=O;O=T.__styleString;if(x!=O)l.strokeStyle=x=O;l.stroke();y.inflate(U.linewidth*2)}}}function Fa(O,ma,ia,U,ha,qa){if(ha.opacity!=0){a(ha.opacity);b(ha.blending);M=O.positionScreen.x;Q=O.positionScreen.y;aa=ma.positionScreen.x;K=ma.positionScreen.y; +L=ia.positionScreen.x;W=ia.positionScreen.y;l.beginPath();l.moveTo(M,Q);l.lineTo(aa,K);l.lineTo(L,W);l.lineTo(M,Q);l.closePath();if(ha instanceof THREE.MeshBasicMaterial)if(ha.map)ha.map.mapping instanceof THREE.UVMapping&&xa(M,Q,aa,K,L,W,ha.map.image,U.uvs[0].u,U.uvs[0].v,U.uvs[1].u,U.uvs[1].v,U.uvs[2].u,U.uvs[2].v);else if(ha.env_map){if(ha.env_map.mapping instanceof THREE.SphericalReflectionMapping){O=Da.matrixWorld;N.copy(U.vertexNormalsWorld[0]);n=(N.x*O.n11+N.y*O.n12+N.z*O.n13)*0.5+0.5;A=-(N.x* +O.n21+N.y*O.n22+N.z*O.n23)*0.5+0.5;N.copy(U.vertexNormalsWorld[1]);B=(N.x*O.n11+N.y*O.n12+N.z*O.n13)*0.5+0.5;t=-(N.x*O.n21+N.y*O.n22+N.z*O.n23)*0.5+0.5;N.copy(U.vertexNormalsWorld[2]);w=(N.x*O.n11+N.y*O.n12+N.z*O.n13)*0.5+0.5;C=-(N.x*O.n21+N.y*O.n22+N.z*O.n23)*0.5+0.5;xa(M,Q,aa,K,L,W,ha.env_map.image,n,A,B,t,w,C)}}else ha.wireframe?ya(ha.color.__styleString,ha.wireframe_linewidth):J(ha.color.__styleString);else if(ha instanceof THREE.MeshLambertMaterial){if(ha.map&&!ha.wireframe){ha.map.mapping instanceof +THREE.UVMapping&&xa(M,Q,aa,K,L,W,ha.map.image,U.uvs[0].u,U.uvs[0].v,U.uvs[1].u,U.uvs[1].v,U.uvs[2].u,U.uvs[2].v);b(THREE.SubtractiveBlending)}if(P)if(!ha.wireframe&&ha.shading==THREE.SmoothShading&&U.vertexNormalsWorld.length==3){Y.r=fa.r=I.r=Z.r;Y.g=fa.g=I.g=Z.g;Y.b=fa.b=I.b=Z.b;$(qa,U.v1.positionWorld,U.vertexNormalsWorld[0],Y);$(qa,U.v2.positionWorld,U.vertexNormalsWorld[1],fa);$(qa,U.v3.positionWorld,U.vertexNormalsWorld[2],I);ea.r=(fa.r+I.r)*0.5;ea.g=(fa.g+I.g)*0.5;ea.b=(fa.b+I.b)*0.5;na=Ra(Y, +fa,I,ea);xa(M,Q,aa,K,L,W,na,0,0,1,0,0,1)}else{S.r=Z.r;S.g=Z.g;S.b=Z.b;$(qa,U.centroidWorld,U.normalWorld,S);T.r=ha.color.r*S.r;T.g=ha.color.g*S.g;T.b=ha.color.b*S.b;T.updateStyleString();ha.wireframe?ya(T.__styleString,ha.wireframe_linewidth):J(T.__styleString)}else ha.wireframe?ya(ha.color.__styleString,ha.wireframe_linewidth):J(ha.color.__styleString)}else if(ha instanceof THREE.MeshDepthMaterial){ra=Da.near;ba=Da.far;Y.r=Y.g=Y.b=1-Pa(O.positionScreen.z,ra,ba);fa.r=fa.g=fa.b=1-Pa(ma.positionScreen.z, +ra,ba);I.r=I.g=I.b=1-Pa(ia.positionScreen.z,ra,ba);ea.r=(fa.r+I.r)*0.5;ea.g=(fa.g+I.g)*0.5;ea.b=(fa.b+I.b)*0.5;na=Ra(Y,fa,I,ea);xa(M,Q,aa,K,L,W,na,0,0,1,0,0,1)}else if(ha instanceof THREE.MeshNormalMaterial){T.r=Ia(U.normalWorld.x);T.g=Ia(U.normalWorld.y);T.b=Ia(U.normalWorld.z);T.updateStyleString();ha.wireframe?ya(T.__styleString,ha.wireframe_linewidth):J(T.__styleString)}}}function ya(O,ma){if(x!=O)l.strokeStyle=x=O;if(H!=ma)l.lineWidth=H=ma;l.stroke();y.inflate(ma*2)}function J(O){if(z!=O)l.fillStyle= +z=O;l.fill()}function xa(O,ma,ia,U,ha,qa,Ba,va,Ea,Na,La,Oa,Ka){var Ga,Ja;Ga=Ba.width-1;Ja=Ba.height-1;va*=Ga;Ea*=Ja;Na*=Ga;La*=Ja;Oa*=Ga;Ka*=Ja;ia-=O;U-=ma;ha-=O;qa-=ma;Na-=va;La-=Ea;Oa-=va;Ka-=Ea;Ga=Na*Ka-Oa*La;if(Ga!=0){Ja=1/Ga;Ga=(Ka*ia-La*ha)*Ja;La=(Ka*U-La*qa)*Ja;ia=(Na*ha-Oa*ia)*Ja;U=(Na*qa-Oa*U)*Ja;O=O-Ga*va-ia*Ea;ma=ma-La*va-U*Ea;l.save();l.transform(Ga,La,ia,U,O,ma);l.clip();l.drawImage(Ba,0,0);l.restore()}}function Ra(O,ma,ia,U){var ha=~~(O.r*255),qa=~~(O.g*255);O=~~(O.b*255);var Ba=~~(ma.r* +255),va=~~(ma.g*255);ma=~~(ma.b*255);var Ea=~~(ia.r*255),Na=~~(ia.g*255);ia=~~(ia.b*255);var La=~~(U.r*255),Oa=~~(U.g*255);U=~~(U.b*255);ga[0]=ha<0?0:ha>255?255:ha;ga[1]=qa<0?0:qa>255?255:qa;ga[2]=O<0?0:O>255?255:O;ga[4]=Ba<0?0:Ba>255?255:Ba;ga[5]=va<0?0:va>255?255:va;ga[6]=ma<0?0:ma>255?255:ma;ga[8]=Ea<0?0:Ea>255?255:Ea;ga[9]=Na<0?0:Na>255?255:Na;ga[10]=ia<0?0:ia>255?255:ia;ga[12]=La<0?0:La>255?255:La;ga[13]=Oa<0?0:Oa>255?255:Oa;ga[14]=U<0?0:U>255?255:U;X.putImageData(ja,0,0);R.drawImage(V,0,0); +return Ca}function Pa(O,ma,ia){O=(O-ma)/(ia-ma);return O*O*(3-2*O)}function Ia(O){O=(O+1)*0.5;return O<0?0:O>1?1:O}function ua(O,ma){var ia=ma.x-O.x,U=ma.y-O.y,ha=1/Math.sqrt(ia*ia+U*U);ia*=ha;U*=ha;ma.x+=ia;ma.y+=U;O.x-=ia;O.y-=U}var za,wa,ka,pa,sa,Ma,Ha,Sa;this.autoClear?this.clear():l.setTransform(1,0,0,-1,k,j);c=e.projectScene(oa,Da,this.sortElements);(P=oa.lights.length>0)&&ca(oa);za=0;for(wa=c.length;za0){B.r+=C.color.r*E;B.g+=C.color.g*E;B.b+=C.color.b*E}}else if(C instanceof THREE.PointLight){W.sub(C.position,A.centroidWorld);W.normalize();E=A.normalWorld.dot(W)*C.intensity;if(E>0){B.r+=C.color.r*E;B.g+=C.color.g*E;B.b+=C.color.b*E}}}}function b(n,A,B,t,w,C){I=e(ea++);I.setAttribute("d","M "+n.positionScreen.x+ +" "+n.positionScreen.y+" L "+A.positionScreen.x+" "+A.positionScreen.y+" L "+B.positionScreen.x+","+B.positionScreen.y+"z");if(w instanceof THREE.MeshBasicMaterial)d.__styleString=w.color.__styleString;else if(w instanceof THREE.MeshLambertMaterial)if(G){M.r=Q.r;M.g=Q.g;M.b=Q.b;a(C,t,M);d.r=w.color.r*M.r;d.g=w.color.g*M.g;d.b=w.color.b*M.b;d.updateStyleString()}else d.__styleString=w.color.__styleString;else if(w instanceof THREE.MeshDepthMaterial){L=1-w.__2near/(w.__farPlusNear-t.z*w.__farMinusNear); +d.setRGB(L,L,L)}else w instanceof THREE.MeshNormalMaterial&&d.setRGB(f(t.normalWorld.x),f(t.normalWorld.y),f(t.normalWorld.z));w.wireframe?I.setAttribute("style","fill: none; stroke: "+d.__styleString+"; stroke-width: "+w.wireframe_linewidth+"; stroke-opacity: "+w.opacity+"; stroke-linecap: "+w.wireframe_linecap+"; stroke-linejoin: "+w.wireframe_linejoin):I.setAttribute("style","fill: "+d.__styleString+"; fill-opacity: "+w.opacity);k.appendChild(I)}function c(n,A,B,t,w,C,E){I=e(ea++);I.setAttribute("d", +"M "+n.positionScreen.x+" "+n.positionScreen.y+" L "+A.positionScreen.x+" "+A.positionScreen.y+" L "+B.positionScreen.x+","+B.positionScreen.y+" L "+t.positionScreen.x+","+t.positionScreen.y+"z");if(C instanceof THREE.MeshBasicMaterial)d.__styleString=C.color.__styleString;else if(C instanceof THREE.MeshLambertMaterial)if(G){M.r=Q.r;M.g=Q.g;M.b=Q.b;a(E,w,M);d.r=C.color.r*M.r;d.g=C.color.g*M.g;d.b=C.color.b*M.b;d.updateStyleString()}else d.__styleString=C.color.__styleString;else if(C instanceof THREE.MeshDepthMaterial){L= +1-C.__2near/(C.__farPlusNear-w.z*C.__farMinusNear);d.setRGB(L,L,L)}else C instanceof THREE.MeshNormalMaterial&&d.setRGB(f(w.normalWorld.x),f(w.normalWorld.y),f(w.normalWorld.z));C.wireframe?I.setAttribute("style","fill: none; stroke: "+d.__styleString+"; stroke-width: "+C.wireframe_linewidth+"; stroke-opacity: "+C.opacity+"; stroke-linecap: "+C.wireframe_linecap+"; stroke-linejoin: "+C.wireframe_linejoin):I.setAttribute("style","fill: "+d.__styleString+"; fill-opacity: "+C.opacity);k.appendChild(I)} +function e(n){if(T[n]==null){T[n]=document.createElementNS("http://www.w3.org/2000/svg","path");na==0&&T[n].setAttribute("shape-rendering","crispEdges")}return T[n]}function f(n){return n<0?Math.min((1+n)*0.5,0.5):0.5+Math.min(n*0.5,0.5)}var g=null,h=new THREE.Projector,k=document.createElementNS("http://www.w3.org/2000/svg","svg"),j,l,m,v,p,o,x,z,H=new THREE.Rectangle,q=new THREE.Rectangle,G=!1,d=new THREE.Color(16777215),M=new THREE.Color(16777215),Q=new THREE.Color(0),aa=new THREE.Color(0),K=new THREE.Color(0), +L,W=new THREE.Vector3,T=[],Y=[],fa=[],I,ea,ra,ba,na=1;this.domElement=k;this.autoClear=!0;this.sortObjects=!0;this.sortElements=!0;this.setQuality=function(n){switch(n){case "high":na=1;break;case "low":na=0}};this.setSize=function(n,A){j=n;l=A;m=j/2;v=l/2;k.setAttribute("viewBox",-m+" "+-v+" "+j+" "+l);k.setAttribute("width",j);k.setAttribute("height",l);H.set(-m,-v,m,v)};this.clear=function(){for(;k.childNodes.length>0;)k.removeChild(k.childNodes[0])};this.render=function(n,A){var B,t,w,C,E,D,y, +P;this.autoClear&&this.clear();g=h.projectScene(n,A,this.sortElements);ba=ra=ea=0;if(G=n.lights.length>0){y=n.lights;Q.setRGB(0,0,0);aa.setRGB(0,0,0);K.setRGB(0,0,0);B=0;for(t=y.length;B=0){d.bindBuffer(d.ARRAY_BUFFER,w.__webGLColorBuffer);d.vertexAttribPointer(n.color,3,d.FLOAT,!1,0,0)}if(n.normal>=0){d.bindBuffer(d.ARRAY_BUFFER,w.__webGLNormalBuffer);d.vertexAttribPointer(n.normal,3, +d.FLOAT,!1,0,0)}if(n.tangent>=0){d.bindBuffer(d.ARRAY_BUFFER,w.__webGLTangentBuffer);d.vertexAttribPointer(n.tangent,4,d.FLOAT,!1,0,0)}if(n.uv>=0)if(w.__webGLUVBuffer){d.bindBuffer(d.ARRAY_BUFFER,w.__webGLUVBuffer);d.vertexAttribPointer(n.uv,2,d.FLOAT,!1,0,0);d.enableVertexAttribArray(n.uv)}else d.disableVertexAttribArray(n.uv);if(n.uv2>=0)if(w.__webGLUV2Buffer){d.bindBuffer(d.ARRAY_BUFFER,w.__webGLUV2Buffer);d.vertexAttribPointer(n.uv2,2,d.FLOAT,!1,0,0);d.enableVertexAttribArray(n.uv2)}else d.disableVertexAttribArray(n.uv2); +if(t.skinning&&n.skinVertexA>=0&&n.skinVertexB>=0&&n.skinIndex>=0&&n.skinWeight>=0){d.bindBuffer(d.ARRAY_BUFFER,w.__webGLSkinVertexABuffer);d.vertexAttribPointer(n.skinVertexA,4,d.FLOAT,!1,0,0);d.bindBuffer(d.ARRAY_BUFFER,w.__webGLSkinVertexBBuffer);d.vertexAttribPointer(n.skinVertexB,4,d.FLOAT,!1,0,0);d.bindBuffer(d.ARRAY_BUFFER,w.__webGLSkinIndicesBuffer);d.vertexAttribPointer(n.skinIndex,4,d.FLOAT,!1,0,0);d.bindBuffer(d.ARRAY_BUFFER,w.__webGLSkinWeightsBuffer);d.vertexAttribPointer(n.skinWeight, +4,d.FLOAT,!1,0,0)}if(C instanceof THREE.Mesh)if(t.wireframe){d.lineWidth(t.wireframe_linewidth);d.bindBuffer(d.ELEMENT_ARRAY_BUFFER,w.__webGLLineBuffer);d.drawElements(d.LINES,w.__webGLLineCount,d.UNSIGNED_SHORT,0)}else{d.bindBuffer(d.ELEMENT_ARRAY_BUFFER,w.__webGLFaceBuffer);d.drawElements(d.TRIANGLES,w.__webGLFaceCount,d.UNSIGNED_SHORT,0)}else if(C instanceof THREE.Line){C=C.type==THREE.LineStrip?d.LINE_STRIP:d.LINES;d.lineWidth(t.linewidth);d.drawArrays(C,0,w.__webGLLineCount)}else if(C instanceof +THREE.ParticleSystem)d.drawArrays(d.POINTS,0,w.__webGLParticleCount);else C instanceof THREE.Ribbon&&d.drawArrays(d.TRIANGLE_STRIP,0,w.__webGLVertexCount)}function g(n,A){if(!n.__webGLVertexBuffer)n.__webGLVertexBuffer=d.createBuffer();if(!n.__webGLNormalBuffer)n.__webGLNormalBuffer=d.createBuffer();if(n.hasPos){d.bindBuffer(d.ARRAY_BUFFER,n.__webGLVertexBuffer);d.bufferData(d.ARRAY_BUFFER,n.positionArray,d.DYNAMIC_DRAW);d.enableVertexAttribArray(A.attributes.position);d.vertexAttribPointer(A.attributes.position, +3,d.FLOAT,!1,0,0)}if(n.hasNormal){d.bindBuffer(d.ARRAY_BUFFER,n.__webGLNormalBuffer);d.bufferData(d.ARRAY_BUFFER,n.normalArray,d.DYNAMIC_DRAW);d.enableVertexAttribArray(A.attributes.normal);d.vertexAttribPointer(A.attributes.normal,3,d.FLOAT,!1,0,0)}d.drawArrays(d.TRIANGLES,0,n.count);n.count=0}function h(n){if(K!=n.doubleSided){n.doubleSided?d.disable(d.CULL_FACE):d.enable(d.CULL_FACE);K=n.doubleSided}if(L!=n.flipSided){n.flipSided?d.frontFace(d.CW):d.frontFace(d.CCW);L=n.flipSided}}function k(n){if(T!= +n){n?d.enable(d.DEPTH_TEST):d.disable(d.DEPTH_TEST);T=n}}function j(n,A){n.list[n.count]=A;n.count+=1}function l(n){var A,B,t=n.object,w=n.opaque,C=n.transparent;C.count=0;n=w.count=0;for(A=t.materials.length;n0?"#define VERTEX_TEXTURES":"","#define MAX_DIR_LIGHTS "+C.maxDirLights,"#define MAX_POINT_LIGHTS "+C.maxPointLights,C.map?"#define USE_MAP":"",C.env_map?"#define USE_ENVMAP":"",C.light_map?"#define USE_LIGHTMAP":"",C.vertex_colors?"#define USE_COLOR":"",C.skinning?"#define USE_SKINNING":"","uniform mat4 objectMatrix;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform mat4 viewMatrix;\nuniform mat3 normalMatrix;\nuniform vec3 cameraPosition;\nuniform mat4 cameraInverseMatrix;\nattribute vec3 position;\nattribute vec3 normal;\nattribute vec3 color;\nattribute vec2 uv;\nattribute vec2 uv2;\nattribute vec4 skinVertexA;\nattribute vec4 skinVertexB;\nattribute vec4 skinIndex;\nattribute vec4 skinWeight;\n"].join("\n"); +d.attachShader(B,H("fragment",w+y));d.attachShader(B,H("vertex",C+A));d.linkProgram(B);d.getProgramParameter(B,d.LINK_STATUS)||alert("Could not initialise shaders\nVALIDATE_STATUS: "+d.getProgramParameter(B,d.VALIDATE_STATUS)+", gl error ["+d.getError()+"]");B.uniforms={};B.attributes={};n.program=B;B=["viewMatrix","modelViewMatrix","projectionMatrix","normalMatrix","objectMatrix","cameraPosition","cameraInverseMatrix","boneGlobalMatrices"];for(t in n.uniforms)B.push(t);t=n.program;y=0;for(A=B.length;y< +A;y++){w=B[y];t.uniforms[w]=d.getUniformLocation(t,w)}t=n.program;B=["position","normal","uv","uv2","tangent","color","skinVertexA","skinVertexB","skinIndex","skinWeight"];y=0;for(A=B.length;y=0&&d.enableVertexAttribArray(t.color);t.normal>=0&&d.enableVertexAttribArray(t.normal);t.tangent>=0&&d.enableVertexAttribArray(t.tangent);if(n.skinning&&t.skinVertexA>=0&&t.skinVertexB>= +0&&t.skinIndex>=0&&t.skinWeight>=0){d.enableVertexAttribArray(t.skinVertexA);d.enableVertexAttribArray(t.skinVertexB);d.enableVertexAttribArray(t.skinIndex);d.enableVertexAttribArray(t.skinWeight)}};this.render=function(n,A,B,t){var w,C,E,D,y,P,S,Z,la=n.lights,u=n.fog;M=null;A.matrixAutoUpdate&&A.update();A.matrixWorldInverse.flattenToArray(I);A.projectionMatrix.flattenToArray(fa);Y.multiply(A.projectionMatrix,A.matrixWorldInverse);THREE.AnimationHandler&&THREE.AnimationHandler.update();n.update(undefined, +!1,A);this.initWebGLObjects(n,A);z(B,t!==undefined?t:!0);this.autoClear&&this.clear();y=n.__webGLObjects.length;for(t=0;t0){d.bindBuffer(d.ARRAY_BUFFER,E.__webGLUVBuffer);d.bufferData(d.ARRAY_BUFFER,Ra,C)}if(U&&V>0){d.bindBuffer(d.ARRAY_BUFFER,E.__webGLUV2Buffer);d.bufferData(d.ARRAY_BUFFER,Pa,C)}if(ia){d.bindBuffer(d.ELEMENT_ARRAY_BUFFER,E.__webGLFaceBuffer);d.bufferData(d.ELEMENT_ARRAY_BUFFER,Ma,C);d.bindBuffer(d.ELEMENT_ARRAY_BUFFER,E.__webGLLineBuffer);d.bufferData(d.ELEMENT_ARRAY_BUFFER,Ha,C)}if(J>0){d.bindBuffer(d.ARRAY_BUFFER,E.__webGLSkinVertexABuffer);d.bufferData(d.ARRAY_BUFFER, +wa,C);d.bindBuffer(d.ARRAY_BUFFER,E.__webGLSkinVertexBBuffer);d.bufferData(d.ARRAY_BUFFER,ka,C);d.bindBuffer(d.ARRAY_BUFFER,E.__webGLSkinIndicesBuffer);d.bufferData(d.ARRAY_BUFFER,pa,C);d.bindBuffer(d.ARRAY_BUFFER,E.__webGLSkinWeightsBuffer);d.bufferData(d.ARRAY_BUFFER,sa,C)}}p(objlist,S,D,P,w)}y.__dirtyVertices=!1;y.__dirtyElements=!1;y.__dirtyUvs=!1;y.__dirtyNormals=!1;y.__dirtyTangents=!1;y.__dirtyColors=!1}else if(w instanceof THREE.Ribbon){if(!y.__webGLVertexBuffer){D=y;D.__webGLVertexBuffer= +d.createBuffer();D.__webGLColorBuffer=d.createBuffer();D=y;P=D.vertices.length;D.__vertexArray=new Float32Array(P*3);D.__colorArray=new Float32Array(P*3);D.__webGLVertexCount=P;y.__dirtyVertices=!0;y.__dirtyColors=!0}if(y.__dirtyVertices||y.__dirtyColors){D=y;P=d.DYNAMIC_DRAW;u=void 0;u=void 0;Z=void 0;E=void 0;F=D.vertices;C=D.colors;V=F.length;N=C.length;X=D.__vertexArray;la=D.__colorArray;ja=D.__dirtyColors;if(D.__dirtyVertices){for(u=0;u=0;B--){t=n.__webGLObjects[B].object;A==t&&n.__webGLObjects.splice(B, +1)}};this.setFaceCulling=function(n,A){if(n){!A||A=="ccw"?d.frontFace(d.CCW):d.frontFace(d.CW);if(n=="back")d.cullFace(d.BACK);else n=="front"?d.cullFace(d.FRONT):d.cullFace(d.FRONT_AND_BACK);d.enable(d.CULL_FACE)}else d.disable(d.CULL_FACE)};this.supportsVertexTextures=function(){return d.getParameter(d.MAX_VERTEX_TEXTURE_IMAGE_UNITS)>0}}; THREE.Snippets={fog_pars_fragment:"#ifdef USE_FOG\nuniform vec3 fogColor;\n#ifdef FOG_EXP2\nuniform float fogDensity;\n#else\nuniform float fogNear;\nuniform float fogFar;\n#endif\n#endif",fog_fragment:"#ifdef USE_FOG\nfloat depth = gl_FragCoord.z / gl_FragCoord.w;\n#ifdef FOG_EXP2\nconst float LOG2 = 1.442695;\nfloat fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );\nfogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );\n#else\nfloat fogFactor = smoothstep( fogNear, fogFar, depth );\n#endif\ngl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );\n#endif", envmap_pars_fragment:"#ifdef USE_ENVMAP\nvarying vec3 vReflect;\nuniform float reflectivity;\nuniform samplerCube env_map;\nuniform int combine;\n#endif",envmap_fragment:"#ifdef USE_ENVMAP\nvec4 cubeColor = textureCube( env_map, vec3( -vReflect.x, vReflect.yz ) );\nif ( combine == 1 ) {\ngl_FragColor = vec4( mix( gl_FragColor.xyz, cubeColor.xyz, reflectivity ), opacity );\n} else {\ngl_FragColor = gl_FragColor * cubeColor;\n}\n#endif",envmap_pars_vertex:"#ifdef USE_ENVMAP\nvarying vec3 vReflect;\nuniform float refraction_ratio;\nuniform bool useRefract;\n#endif", envmap_vertex:"#ifdef USE_ENVMAP\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\nvec3 nWorld = mat3( objectMatrix[0].xyz, objectMatrix[1].xyz, objectMatrix[2].xyz ) * normal;\nif ( useRefract ) {\nvReflect = refract( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ), refraction_ratio );\n} else {\nvReflect = reflect( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ) );\n}\n#endif",map_particle_pars_fragment:"#ifdef USE_MAP\nuniform sampler2D map;\n#endif", @@ -254,37 +253,37 @@ map_particle_fragment:"#ifdef USE_MAP\ngl_FragColor = gl_FragColor * texture2D( lightmap_fragment:"#ifdef USE_LIGHTMAP\ngl_FragColor = gl_FragColor * texture2D( light_map, vUv2 );\n#endif",lightmap_vertex:"#ifdef USE_LIGHTMAP\nvUv2 = uv2;\n#endif",lights_pars_vertex:"uniform bool enableLighting;\nuniform vec3 ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n#ifdef PHONG\nvarying vec3 vPointLightVector[ MAX_POINT_LIGHTS ];\n#endif\n#endif", lights_vertex:"if ( !enableLighting ) {\nvLightWeighting = vec3( 1.0 );\n} else {\nvLightWeighting = ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\nfor( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nfloat directionalLightWeighting = max( dot( transformedNormal, normalize( lDirection.xyz ) ), 0.0 );\nvLightWeighting += directionalLightColor[ i ] * directionalLightWeighting;\n}\n#endif\n#if MAX_POINT_LIGHTS > 0\nfor( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 pointLightVector = normalize( lPosition.xyz - mvPosition.xyz );\nfloat pointLightWeighting = max( dot( transformedNormal, pointLightVector ), 0.0 );\nvLightWeighting += pointLightColor[ i ] * pointLightWeighting;\n#ifdef PHONG\nvPointLightVector[ i ] = pointLightVector;\n#endif\n}\n#endif\n}", lights_pars_fragment:"#if MAX_DIR_LIGHTS > 0\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nvarying vec3 vPointLightVector[ MAX_POINT_LIGHTS ];\n#endif\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;",lights_fragment:"vec3 normal = normalize( vNormal );\nvec3 viewPosition = normalize( vViewPosition );\nvec4 mColor = vec4( diffuse, opacity );\nvec4 mSpecular = vec4( specular, opacity );\n#if MAX_POINT_LIGHTS > 0\nvec4 pointDiffuse = vec4( 0.0 );\nvec4 pointSpecular = vec4( 0.0 );\nfor( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {\nvec3 pointVector = normalize( vPointLightVector[ i ] );\nvec3 pointHalfVector = normalize( vPointLightVector[ i ] + vViewPosition );\nfloat pointDotNormalHalf = dot( normal, pointHalfVector );\nfloat pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );\nfloat pointSpecularWeight = 0.0;\nif ( pointDotNormalHalf >= 0.0 )\npointSpecularWeight = pow( pointDotNormalHalf, shininess );\npointDiffuse += mColor * pointDiffuseWeight;\npointSpecular += mSpecular * pointSpecularWeight;\n}\n#endif\n#if MAX_DIR_LIGHTS > 0\nvec4 dirDiffuse = vec4( 0.0 );\nvec4 dirSpecular = vec4( 0.0 );\nfor( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nvec3 dirVector = normalize( lDirection.xyz );\nvec3 dirHalfVector = normalize( lDirection.xyz + vViewPosition );\nfloat dirDotNormalHalf = dot( normal, dirHalfVector );\nfloat dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );\nfloat dirSpecularWeight = 0.0;\nif ( dirDotNormalHalf >= 0.0 )\ndirSpecularWeight = pow( dirDotNormalHalf, shininess );\ndirDiffuse += mColor * dirDiffuseWeight;\ndirSpecular += mSpecular * dirSpecularWeight;\n}\n#endif\nvec4 totalLight = vec4( ambient, opacity );\n#if MAX_DIR_LIGHTS > 0\ntotalLight += dirDiffuse + dirSpecular;\n#endif\n#if MAX_POINT_LIGHTS > 0\ntotalLight += pointDiffuse + pointSpecular;\n#endif\ngl_FragColor = gl_FragColor * totalLight;", -color_pars_fragment:"#ifdef USE_COLOR\nvarying vec3 vColor;\n#endif",color_fragment:"#ifdef USE_COLOR\ngl_FragColor = gl_FragColor * vec4( vColor, opacity );\n#endif",color_pars_vertex:"#ifdef USE_COLOR\nvarying vec3 vColor;\n#endif",color_vertex:"#ifdef USE_COLOR\nvColor = color;\n#endif",skinning_pars_vertex:"#ifdef USE_SKINNING\nuniform mat4 boneGlobalMatrices[20];\n#endif",skinning_vertex:"#ifdef USE_SKINNING\ngl_Position = ( boneGlobalMatrices[ int( skinIndex.x ) ] * skinVertexA ) * skinWeight.x;\ngl_Position += ( boneGlobalMatrices[ int( skinIndex.y ) ] * skinVertexB ) * skinWeight.y;\ngl_Position = projectionMatrix * viewMatrix * objectMatrix * gl_Position;\n#else\ngl_Position = projectionMatrix * mvPosition;\n#endif"}; +color_pars_fragment:"#ifdef USE_COLOR\nvarying vec3 vColor;\n#endif",color_fragment:"#ifdef USE_COLOR\ngl_FragColor = gl_FragColor * vec4( vColor, opacity );\n#endif",color_pars_vertex:"#ifdef USE_COLOR\nvarying vec3 vColor;\n#endif",color_vertex:"#ifdef USE_COLOR\nvColor = color;\n#endif",skinning_pars_vertex:"#ifdef USE_SKINNING\nuniform mat4 boneGlobalMatrices[20];\n#endif",skinning_vertex:"#ifdef USE_SKINNING\ngl_Position = ( boneGlobalMatrices[ int( skinIndex.x ) ] * skinVertexA ) * skinWeight.x;\ngl_Position += ( boneGlobalMatrices[ int( skinIndex.y ) ] * skinVertexB ) * skinWeight.y;\ngl_Position = projectionMatrix * objectMatrix * gl_Position;\n#else\ngl_Position = projectionMatrix * mvPosition;\n#endif"}; THREE.UniformsLib={common:{diffuse:{type:"c",value:new THREE.Color(15658734)},opacity:{type:"f",value:1},map:{type:"t",value:0,texture:null},light_map:{type:"t",value:2,texture:null},env_map:{type:"t",value:1,texture:null},useRefract:{type:"i",value:0},reflectivity:{type:"f",value:1},refraction_ratio:{type:"f",value:0.98},combine:{type:"i",value:0},fogDensity:{type:"f",value:2.5E-4},fogNear:{type:"f",value:1},fogFar:{type:"f",value:2E3},fogColor:{type:"c",value:new THREE.Color(16777215)}},lights:{enableLighting:{type:"i", value:1},ambientLightColor:{type:"fv",value:[]},directionalLightDirection:{type:"fv",value:[]},directionalLightColor:{type:"fv",value:[]},pointLightPosition:{type:"fv",value:[]},pointLightColor:{type:"fv",value:[]}},particle:{psColor:{type:"c",value:new THREE.Color(15658734)},opacity:{type:"f",value:1},size:{type:"f",value:1},map:{type:"t",value:0,texture:null},fogDensity:{type:"f",value:2.5E-4},fogNear:{type:"f",value:1},fogFar:{type:"f",value:2E3},fogColor:{type:"c",value:new THREE.Color(16777215)}}}; THREE.ShaderLib={depth:{uniforms:{mNear:{type:"f",value:1},mFar:{type:"f",value:2E3},opacity:{type:"f",value:1}},fragment_shader:"uniform float mNear;\nuniform float mFar;\nuniform float opacity;\nvoid main() {\nfloat depth = gl_FragCoord.z / gl_FragCoord.w;\nfloat color = 1.0 - smoothstep( mNear, mFar, depth );\ngl_FragColor = vec4( vec3( color ), opacity );\n}",vertex_shader:"void main() {\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}"},normal:{uniforms:{opacity:{type:"f", -value:1}},fragment_shader:"uniform float opacity;\nvarying vec3 vNormal;\nvoid main() {\ngl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );\n}",vertex_shader:"varying vec3 vNormal;\nvoid main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\nvNormal = normalize( normalMatrix * normal );\ngl_Position = projectionMatrix * mvPosition;\n}"},basic:{uniforms:THREE.UniformsLib.common,fragment_shader:["uniform vec3 diffuse;\nuniform float opacity;",THREE.Snippets.color_pars_fragment, -THREE.Snippets.map_pars_fragment,THREE.Snippets.lightmap_pars_fragment,THREE.Snippets.envmap_pars_fragment,THREE.Snippets.fog_pars_fragment,"void main() {\ngl_FragColor = vec4( diffuse, opacity );",THREE.Snippets.map_fragment,THREE.Snippets.lightmap_fragment,THREE.Snippets.color_fragment,THREE.Snippets.envmap_fragment,THREE.Snippets.fog_fragment,"}"].join("\n"),vertex_shader:[THREE.Snippets.map_pars_vertex,THREE.Snippets.lightmap_pars_vertex,THREE.Snippets.envmap_pars_vertex,THREE.Snippets.color_pars_vertex, -THREE.Snippets.skinning_pars_vertex,"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",THREE.Snippets.map_vertex,THREE.Snippets.lightmap_vertex,THREE.Snippets.envmap_vertex,THREE.Snippets.color_vertex,THREE.Snippets.skinning_vertex,"}"].join("\n")},lambert:{uniforms:Uniforms.merge([THREE.UniformsLib.common,THREE.UniformsLib.lights]),fragment_shader:["uniform vec3 diffuse;\nuniform float opacity;\nvarying vec3 vLightWeighting;",THREE.Snippets.color_pars_fragment,THREE.Snippets.map_pars_fragment, -THREE.Snippets.lightmap_pars_fragment,THREE.Snippets.envmap_pars_fragment,THREE.Snippets.fog_pars_fragment,"void main() {\ngl_FragColor = vec4( diffuse, opacity );\ngl_FragColor = gl_FragColor * vec4( vLightWeighting, 1.0 );",THREE.Snippets.map_fragment,THREE.Snippets.lightmap_fragment,THREE.Snippets.color_fragment,THREE.Snippets.envmap_fragment,THREE.Snippets.fog_fragment,"}"].join("\n"),vertex_shader:["varying vec3 vLightWeighting;",THREE.Snippets.map_pars_vertex,THREE.Snippets.lightmap_pars_vertex, -THREE.Snippets.envmap_pars_vertex,THREE.Snippets.lights_pars_vertex,THREE.Snippets.color_pars_vertex,THREE.Snippets.skinning_pars_vertex,"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",THREE.Snippets.map_vertex,THREE.Snippets.lightmap_vertex,THREE.Snippets.envmap_vertex,THREE.Snippets.color_vertex,"vec3 transformedNormal = normalize( normalMatrix * normal );",THREE.Snippets.lights_vertex,THREE.Snippets.skinning_vertex,"}"].join("\n")},phong:{uniforms:Uniforms.merge([THREE.UniformsLib.common, -THREE.UniformsLib.lights,{ambient:{type:"c",value:new THREE.Color(328965)},specular:{type:"c",value:new THREE.Color(1118481)},shininess:{type:"f",value:30}}]),fragment_shader:["uniform vec3 diffuse;\nuniform float opacity;\nuniform vec3 ambient;\nuniform vec3 specular;\nuniform float shininess;\nvarying vec3 vLightWeighting;",THREE.Snippets.color_pars_fragment,THREE.Snippets.map_pars_fragment,THREE.Snippets.lightmap_pars_fragment,THREE.Snippets.envmap_pars_fragment,THREE.Snippets.fog_pars_fragment, -THREE.Snippets.lights_pars_fragment,"void main() {\ngl_FragColor = vec4( vLightWeighting, 1.0 );",THREE.Snippets.lights_fragment,THREE.Snippets.map_fragment,THREE.Snippets.lightmap_fragment,THREE.Snippets.color_fragment,THREE.Snippets.envmap_fragment,THREE.Snippets.fog_fragment,"}"].join("\n"),vertex_shader:["#define PHONG\nvarying vec3 vLightWeighting;\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;",THREE.Snippets.map_pars_vertex,THREE.Snippets.lightmap_pars_vertex,THREE.Snippets.envmap_pars_vertex, -THREE.Snippets.lights_pars_vertex,THREE.Snippets.color_pars_vertex,THREE.Snippets.skinning_pars_vertex,"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",THREE.Snippets.map_vertex,THREE.Snippets.lightmap_vertex,THREE.Snippets.envmap_vertex,THREE.Snippets.color_vertex,"#ifndef USE_ENVMAP\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\n#endif\nvViewPosition = cameraPosition - mPosition.xyz;\nvec3 transformedNormal = normalize( normalMatrix * normal );\nvNormal = transformedNormal;", +value:1}},fragment_shader:"uniform float opacity;\nvarying vec3 vNormal;\nvoid main() {\ngl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );\n}",vertex_shader:"varying vec3 vNormal;\nvoid main() {\n//vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\nvNormal = normalize( normalMatrix * normal );\ngl_Position = projectionMatrix * cameraInverseMatrix * modelViewMatrix * vec4( position, 1.0 );//mvPosition;\n}"},basic:{uniforms:THREE.UniformsLib.common,fragment_shader:["uniform vec3 diffuse;\nuniform float opacity;", +THREE.Snippets.color_pars_fragment,THREE.Snippets.map_pars_fragment,THREE.Snippets.lightmap_pars_fragment,THREE.Snippets.envmap_pars_fragment,THREE.Snippets.fog_pars_fragment,"void main() {\ngl_FragColor = vec4( diffuse, opacity );",THREE.Snippets.map_fragment,THREE.Snippets.lightmap_fragment,THREE.Snippets.color_fragment,THREE.Snippets.envmap_fragment,THREE.Snippets.fog_fragment,"}"].join("\n"),vertex_shader:[THREE.Snippets.map_pars_vertex,THREE.Snippets.lightmap_pars_vertex,THREE.Snippets.envmap_pars_vertex, +THREE.Snippets.color_pars_vertex,THREE.Snippets.skinning_pars_vertex,"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",THREE.Snippets.map_vertex,THREE.Snippets.lightmap_vertex,THREE.Snippets.envmap_vertex,THREE.Snippets.color_vertex,THREE.Snippets.skinning_vertex,"}"].join("\n")},lambert:{uniforms:Uniforms.merge([THREE.UniformsLib.common,THREE.UniformsLib.lights]),fragment_shader:["uniform vec3 diffuse;\nuniform float opacity;\nvarying vec3 vLightWeighting;",THREE.Snippets.color_pars_fragment, +THREE.Snippets.map_pars_fragment,THREE.Snippets.lightmap_pars_fragment,THREE.Snippets.envmap_pars_fragment,THREE.Snippets.fog_pars_fragment,"void main() {\ngl_FragColor = vec4( diffuse, opacity );\ngl_FragColor = gl_FragColor * vec4( vLightWeighting, 1.0 );",THREE.Snippets.map_fragment,THREE.Snippets.lightmap_fragment,THREE.Snippets.color_fragment,THREE.Snippets.envmap_fragment,THREE.Snippets.fog_fragment,"}"].join("\n"),vertex_shader:["varying vec3 vLightWeighting;",THREE.Snippets.map_pars_vertex, +THREE.Snippets.lightmap_pars_vertex,THREE.Snippets.envmap_pars_vertex,THREE.Snippets.lights_pars_vertex,THREE.Snippets.color_pars_vertex,THREE.Snippets.skinning_pars_vertex,"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",THREE.Snippets.map_vertex,THREE.Snippets.lightmap_vertex,THREE.Snippets.envmap_vertex,THREE.Snippets.color_vertex,"vec3 transformedNormal = normalize( normalMatrix * normal );",THREE.Snippets.lights_vertex,THREE.Snippets.skinning_vertex,"}"].join("\n")}, +phong:{uniforms:Uniforms.merge([THREE.UniformsLib.common,THREE.UniformsLib.lights,{ambient:{type:"c",value:new THREE.Color(328965)},specular:{type:"c",value:new THREE.Color(1118481)},shininess:{type:"f",value:30}}]),fragment_shader:["uniform vec3 diffuse;\nuniform float opacity;\nuniform vec3 ambient;\nuniform vec3 specular;\nuniform float shininess;\nvarying vec3 vLightWeighting;",THREE.Snippets.color_pars_fragment,THREE.Snippets.map_pars_fragment,THREE.Snippets.lightmap_pars_fragment,THREE.Snippets.envmap_pars_fragment, +THREE.Snippets.fog_pars_fragment,THREE.Snippets.lights_pars_fragment,"void main() {\ngl_FragColor = vec4( vLightWeighting, 1.0 );",THREE.Snippets.lights_fragment,THREE.Snippets.map_fragment,THREE.Snippets.lightmap_fragment,THREE.Snippets.color_fragment,THREE.Snippets.envmap_fragment,THREE.Snippets.fog_fragment,"}"].join("\n"),vertex_shader:["#define PHONG\nvarying vec3 vLightWeighting;\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;",THREE.Snippets.map_pars_vertex,THREE.Snippets.lightmap_pars_vertex, +THREE.Snippets.envmap_pars_vertex,THREE.Snippets.lights_pars_vertex,THREE.Snippets.color_pars_vertex,THREE.Snippets.skinning_pars_vertex,"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",THREE.Snippets.map_vertex,THREE.Snippets.lightmap_vertex,THREE.Snippets.envmap_vertex,THREE.Snippets.color_vertex,"#ifndef USE_ENVMAP\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\n#endif\nvViewPosition = cameraPosition - mPosition.xyz;\nvec3 transformedNormal = normalize( normalMatrix * normal );\nvNormal = transformedNormal;", THREE.Snippets.lights_vertex,THREE.Snippets.skinning_vertex,"}"].join("\n")},particle_basic:{uniforms:THREE.UniformsLib.particle,fragment_shader:["uniform vec3 psColor;\nuniform float opacity;",THREE.Snippets.color_pars_fragment,THREE.Snippets.map_particle_pars_fragment,THREE.Snippets.fog_pars_fragment,"void main() {\ngl_FragColor = vec4( psColor, opacity );",THREE.Snippets.map_particle_fragment,THREE.Snippets.color_fragment,THREE.Snippets.fog_fragment,"}"].join("\n"),vertex_shader:["uniform float size;", THREE.Snippets.color_pars_vertex,"void main() {",THREE.Snippets.color_vertex,"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\ngl_Position = projectionMatrix * mvPosition;\ngl_PointSize = size;\n}"].join("\n")}}; -THREE.SoundRenderer=function(){this.volume=1;this.domElement=document.createElement("div");this.domElement.id="THREESound";this.cameraPosition=new THREE.Vector3;this.soundPosition=new THREE.Vector3;this.render=function(a,b,c){c&&a.update(undefined,!1,b);c=a.sounds;var d,f=c.length;for(d=0;d= 0.0 )\npointSpecularWeight = pow( pointDotNormalHalf, uShininess );\npointDiffuse += vec4( uDiffuseColor, 1.0 ) * pointDiffuseWeight;\npointSpecular += vec4( uSpecularColor, 1.0 ) * pointSpecularWeight;\nvec4 dirDiffuse = vec4( 0.0, 0.0, 0.0, 0.0 );\nvec4 dirSpecular = vec4( 0.0, 0.0, 0.0, 0.0 );\nvec4 lDirection = viewMatrix * vec4( uDirLightPos, 0.0 );\nvec3 dirVector = normalize( lDirection.xyz );\nvec3 dirHalfVector = normalize( lDirection.xyz + vViewPosition );\nfloat dirDotNormalHalf = dot( normal, dirHalfVector );\nfloat dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );\nfloat dirSpecularWeight = 0.0;\nif ( dirDotNormalHalf >= 0.0 )\ndirSpecularWeight = pow( dirDotNormalHalf, uShininess );\ndirDiffuse += vec4( uDiffuseColor, 1.0 ) * dirDiffuseWeight;\ndirSpecular += vec4( uSpecularColor, 1.0 ) * dirSpecularWeight;\nvec4 totalLight = vec4( uAmbientLightColor * uAmbientColor, 1.0 );\ntotalLight += vec4( uDirLightColor, 1.0 ) * ( dirDiffuse + dirSpecular );\ntotalLight += vec4( uPointLightColor, 1.0 ) * ( pointDiffuse + pointSpecular );\ngl_FragColor = vec4( totalLight.xyz * aoTex * diffuseTex, 1.0 );\n}", @@ -293,38 +292,38 @@ cube:{uniforms:{tCube:{type:"t",value:1,texture:null}},vertex_shader:"varying ve value:0,texture:null},uImageIncrement:{type:"v2",value:new THREE.Vector2(0.001953125,0)},cKernel:{type:"fv1",value:[]}},vertex_shader:"varying vec2 vUv;\nuniform vec2 uImageIncrement;\nvoid main(void) {\nvUv = uv - ((KERNEL_SIZE - 1.0) / 2.0) * uImageIncrement;\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",fragment_shader:"varying vec2 vUv;\nuniform sampler2D tDiffuse;\nuniform vec2 uImageIncrement;\nuniform float cKernel[KERNEL_SIZE];\nvoid main(void) {\nvec2 imageCoord = vUv;\nvec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );\nfor( int i=0; i25&&(g=25);f=(g-1)*0.5;c=Array(g);for(b=d=0;b25&&(g=25);f=(g-1)*0.5;c=Array(g);for(b=e=0;b0||(n=this.vertices.push(new THREE.Vertex(new THREE.Vector3(w,k,u)))-1);m.push(n)}b.push(m)}var p,x,A;f=b.length;for(c=0;c0)for(d=0;d1){p=this.vertices[h].position.clone(); -x=this.vertices[j].position.clone();A=this.vertices[m].position.clone();p.normalize();x.normalize();A.normalize();this.faces.push(new THREE.Face3(h,j,m,[new THREE.Vector3(p.x,p.y,p.z),new THREE.Vector3(x.x,x.y,x.z),new THREE.Vector3(A.x,A.y,A.z)]));this.uvs.push([n,w,G])}}}this.computeCentroids();this.computeFaceNormals();this.computeVertexNormals();this.sortFacesByMaterial();this.boundingSphere={radius:a}};Sphere.prototype=new THREE.Geometry;Sphere.prototype.constructor=Sphere; -var Torus=function(a,b,c,d){this.radius=a||100;this.tube=b||40;this.segmentsR=c||8;this.segmentsT=d||6;a=[];THREE.Geometry.call(this);for(b=0;b<=this.segmentsR;++b)for(c=0;c<=this.segmentsT;++c){d=c/this.segmentsT*2*Math.PI;var f=b/this.segmentsR*2*Math.PI;this.vertices.push(new THREE.Vertex(new THREE.Vector3((this.radius+this.tube*Math.cos(f))*Math.cos(d),(this.radius+this.tube*Math.cos(f))*Math.sin(d),this.tube*Math.sin(f))));a.push([c/this.segmentsT,1-b/this.segmentsR])}for(b=1;b<=this.segmentsR;++b)for(c= -1;c<=this.segmentsT;++c){d=(this.segmentsT+1)*b+c;f=(this.segmentsT+1)*b+c-1;var g=(this.segmentsT+1)*(b-1)+c-1,h=(this.segmentsT+1)*(b-1)+c;this.faces.push(new THREE.Face4(d,f,g,h));this.uvs.push([new THREE.UV(a[d][0],a[d][1]),new THREE.UV(a[f][0],a[f][1]),new THREE.UV(a[g][0],a[g][1]),new THREE.UV(a[h][0],a[h][1])])}delete a;this.computeCentroids();this.computeFaceNormals();this.computeVertexNormals();this.sortFacesByMaterial()};Torus.prototype=new THREE.Geometry;Torus.prototype.constructor=Torus; -var Icosahedron=function(a){function b(w,u,p){var x=Math.sqrt(w*w+u*u+p*p);return f.vertices.push(new THREE.Vertex(new THREE.Vector3(w/x,u/x,p/x)))-1}function c(w,u,p,x){x.faces.push(new THREE.Face3(w,u,p))}function d(w,u){var p=f.vertices[w].position,x=f.vertices[u].position;return b((p.x+x.x)/2,(p.y+x.y)/2,(p.z+x.z)/2)}var f=this,g=new THREE.Geometry,h;this.subdivisions=a||0;THREE.Geometry.call(this);a=(1+Math.sqrt(5))/2;b(-1,a,0);b(1,a,0);b(-1,-a,0);b(1,-a,0);b(0,-1,a);b(0,1,a);b(0,-1,-a);b(0, -1,-a);b(a,0,-1);b(a,0,1);b(-a,0,-1);b(-a,0,1);c(0,11,5,g);c(0,5,1,g);c(0,1,7,g);c(0,7,10,g);c(0,10,11,g);c(1,5,9,g);c(5,11,4,g);c(11,10,2,g);c(10,7,6,g);c(7,1,8,g);c(3,9,4,g);c(3,4,2,g);c(3,2,6,g);c(3,6,8,g);c(3,8,9,g);c(4,9,5,g);c(2,4,11,g);c(6,2,10,g);c(8,6,7,g);c(9,8,1,g);for(a=0;a0||(m=this.vertices.push(new THREE.Vertex(new THREE.Vector3(v,k,p)))-1);l.push(m)}b.push(l)}var o,x,z;f=b.length;for(c=0;c0)for(e=0;e1){o=this.vertices[h].position.clone(); +x=this.vertices[j].position.clone();z=this.vertices[l].position.clone();o.normalize();x.normalize();z.normalize();this.faces.push(new THREE.Face3(h,j,l,[new THREE.Vector3(o.x,o.y,o.z),new THREE.Vector3(x.x,x.y,x.z),new THREE.Vector3(z.x,z.y,z.z)]));this.uvs.push([m,v,H])}}}this.computeCentroids();this.computeFaceNormals();this.computeVertexNormals();this.sortFacesByMaterial();this.boundingSphere={radius:a}};Sphere.prototype=new THREE.Geometry;Sphere.prototype.constructor=Sphere; +var Torus=function(a,b,c,e){this.radius=a||100;this.tube=b||40;this.segmentsR=c||8;this.segmentsT=e||6;a=[];THREE.Geometry.call(this);for(b=0;b<=this.segmentsR;++b)for(c=0;c<=this.segmentsT;++c){e=c/this.segmentsT*2*Math.PI;var f=b/this.segmentsR*2*Math.PI;this.vertices.push(new THREE.Vertex(new THREE.Vector3((this.radius+this.tube*Math.cos(f))*Math.cos(e),(this.radius+this.tube*Math.cos(f))*Math.sin(e),this.tube*Math.sin(f))));a.push([c/this.segmentsT,1-b/this.segmentsR])}for(b=1;b<=this.segmentsR;++b)for(c= +1;c<=this.segmentsT;++c){e=(this.segmentsT+1)*b+c;f=(this.segmentsT+1)*b+c-1;var g=(this.segmentsT+1)*(b-1)+c-1,h=(this.segmentsT+1)*(b-1)+c;this.faces.push(new THREE.Face4(e,f,g,h));this.uvs.push([new THREE.UV(a[e][0],a[e][1]),new THREE.UV(a[f][0],a[f][1]),new THREE.UV(a[g][0],a[g][1]),new THREE.UV(a[h][0],a[h][1])])}delete a;this.computeCentroids();this.computeFaceNormals();this.computeVertexNormals();this.sortFacesByMaterial()};Torus.prototype=new THREE.Geometry;Torus.prototype.constructor=Torus; +var Icosahedron=function(a){function b(v,p,o){var x=Math.sqrt(v*v+p*p+o*o);return f.vertices.push(new THREE.Vertex(new THREE.Vector3(v/x,p/x,o/x)))-1}function c(v,p,o,x){x.faces.push(new THREE.Face3(v,p,o))}function e(v,p){var o=f.vertices[v].position,x=f.vertices[p].position;return b((o.x+x.x)/2,(o.y+x.y)/2,(o.z+x.z)/2)}var f=this,g=new THREE.Geometry,h;this.subdivisions=a||0;THREE.Geometry.call(this);a=(1+Math.sqrt(5))/2;b(-1,a,0);b(1,a,0);b(-1,-a,0);b(1,-a,0);b(0,-1,a);b(0,1,a);b(0,-1,-a);b(0, +1,-a);b(a,0,-1);b(a,0,1);b(-a,0,-1);b(-a,0,1);c(0,11,5,g);c(0,5,1,g);c(0,1,7,g);c(0,7,10,g);c(0,10,11,g);c(1,5,9,g);c(5,11,4,g);c(11,10,2,g);c(10,7,6,g);c(7,1,8,g);c(3,9,4,g);c(3,4,2,g);c(3,2,6,g);c(3,6,8,g);c(3,8,9,g);c(4,9,5,g);c(2,4,11,g);c(6,2,10,g);c(8,6,7,g);c(9,8,1,g);for(a=0;a=this.maxCount-3&&k(this)};this.begin= -function(){this.count=0;this.hasPos=!1;this.hasNormal=!1};this.end=function(c){if(this.count!=0){for(var d=this.count*3;dthis.size-1&&(j=this.size-1);var u=Math.floor(m-k);u<1&&(u=1);m=Math.floor(m+k);m>this.size-1&&(m=this.size-1);var p=Math.floor(n-k);p<1&&(p=1);k=Math.floor(n+k); -k>this.size-1&&(k=this.size-1);for(var x,A,G,v,H,o;w0&&(this.field[G+x]+=v)}}}};this.addPlaneX=function(c,d){var f,g,h,k,j,m=this.size,n=this.yd,w=this.zd,u=this.field,p=m*Math.sqrt(c/d);p>m&&(p=m);for(f=0;f0)for(g=0;gn&&(x=n);for(g=0;g0){j=g*w;for(f=0;fsize&&(dist=size);for(h=0;h0){j=zd*h;for(g=0;g=this.maxCount-3&&k(this)};this.begin= +function(){this.count=0;this.hasPos=!1;this.hasNormal=!1};this.end=function(c){if(this.count!=0){for(var e=this.count*3;ethis.size-1&&(j=this.size-1);var p=Math.floor(l-k);p<1&&(p=1);l=Math.floor(l+k);l>this.size-1&&(l=this.size-1);var o=Math.floor(m-k);o<1&&(o=1);k=Math.floor(m+k); +k>this.size-1&&(k=this.size-1);for(var x,z,H,q,G,d;v0&&(this.field[H+x]+=q)}}}};this.addPlaneX=function(c,e){var f,g,h,k,j,l=this.size,m=this.yd,v=this.zd,p=this.field,o=l*Math.sqrt(c/e);o>l&&(o=l);for(f=0;f0)for(g=0;gm&&(x=m);for(g=0;g0){j=g*v;for(f=0;fsize&&(dist=size);for(h=0;h0){j=zd*h;for(g=0;g>7)-127;F|=(Q&127)<<16|T<<8;if(F==0&&ka==-127)return 0;return(1-2*(fa>>7))*(1+F*Math.pow(2,-23))*Math.pow(2,ka)}function k(z,D){var F=n(z,D),T=n(z,D+1),Q=n(z,D+2);return(n(z,D+3)<<24)+(Q<<16)+(T<<8)+F}function j(z,D){var F=n(z,D);return(n(z,D+1)<<8)+F}function m(z,D){var F=n(z,D);return F>127?F-256:F}function n(z,D){return z.charCodeAt(D)&255}function w(z){var D,F,T;D= -k(a,z);F=k(a,z+da);T=k(a,z+O);z=j(a,z+P);THREE.Loader.prototype.f3(v,D,F,T,z)}function u(z){var D,F,T,Q,fa,ka;D=k(a,z);F=k(a,z+da);T=k(a,z+O);Q=j(a,z+P);fa=k(a,z+V);ka=k(a,z+S);z=k(a,z+Z);THREE.Loader.prototype.f3n(v,M,D,F,T,Q,fa,ka,z)}function p(z){var D,F,T,Q;D=k(a,z);F=k(a,z+ea);T=k(a,z+J);Q=k(a,z+$);z=j(a,z+ta);THREE.Loader.prototype.f4(v,D,F,T,Q,z)}function x(z){var D,F,T,Q,fa,ka,qa,na;D=k(a,z);F=k(a,z+ea);T=k(a,z+J);Q=k(a,z+$);fa=j(a,z+ta);ka=k(a,z+aa);qa=k(a,z+la);na=k(a,z+ia);z=k(a,z+ga); -THREE.Loader.prototype.f4n(v,M,D,F,T,Q,fa,ka,qa,na,z)}function A(z){var D,F;D=k(a,z);F=k(a,z+ua);z=k(a,z+xa);THREE.Loader.prototype.uv3(v.uvs,e[D*2],e[D*2+1],e[F*2],e[F*2+1],e[z*2],e[z*2+1])}function G(z){var D,F,T;D=k(a,z);F=k(a,z+l);T=k(a,z+y);z=k(a,z+B);THREE.Loader.prototype.uv4(v.uvs,e[D*2],e[D*2+1],e[F*2],e[F*2+1],e[T*2],e[T*2+1],e[z*2],e[z*2+1])}var v=this,H=0,o,M=[],e=[],da,O,P,V,S,Z,ea,J,$,ta,aa,la,ia,ga,ua,xa,l,y,B,q,t,E,C,I,L;THREE.Geometry.call(this);THREE.Loader.prototype.init_materials(v, -d,g);o={signature:a.substr(H,8),header_bytes:n(a,H+8),vertex_coordinate_bytes:n(a,H+9),normal_coordinate_bytes:n(a,H+10),uv_coordinate_bytes:n(a,H+11),vertex_index_bytes:n(a,H+12),normal_index_bytes:n(a,H+13),uv_index_bytes:n(a,H+14),material_index_bytes:n(a,H+15),nvertices:k(a,H+16),nnormals:k(a,H+16+4),nuvs:k(a,H+16+8),ntri_flat:k(a,H+16+12),ntri_smooth:k(a,H+16+16),ntri_flat_uv:k(a,H+16+20),ntri_smooth_uv:k(a,H+16+24),nquad_flat:k(a,H+16+28),nquad_smooth:k(a,H+16+32),nquad_flat_uv:k(a,H+16+36), -nquad_smooth_uv:k(a,H+16+40)};H+=o.header_bytes;da=o.vertex_index_bytes;O=o.vertex_index_bytes*2;P=o.vertex_index_bytes*3;V=o.vertex_index_bytes*3+o.material_index_bytes;S=o.vertex_index_bytes*3+o.material_index_bytes+o.normal_index_bytes;Z=o.vertex_index_bytes*3+o.material_index_bytes+o.normal_index_bytes*2;ea=o.vertex_index_bytes;J=o.vertex_index_bytes*2;$=o.vertex_index_bytes*3;ta=o.vertex_index_bytes*4;aa=o.vertex_index_bytes*4+o.material_index_bytes;la=o.vertex_index_bytes*4+o.material_index_bytes+ -o.normal_index_bytes;ia=o.vertex_index_bytes*4+o.material_index_bytes+o.normal_index_bytes*2;ga=o.vertex_index_bytes*4+o.material_index_bytes+o.normal_index_bytes*3;ua=o.uv_index_bytes;xa=o.uv_index_bytes*2;l=o.uv_index_bytes;y=o.uv_index_bytes*2;B=o.uv_index_bytes*3;g=o.vertex_index_bytes*3+o.material_index_bytes;L=o.vertex_index_bytes*4+o.material_index_bytes;q=o.ntri_flat*g;t=o.ntri_smooth*(g+o.normal_index_bytes*3);E=o.ntri_flat_uv*(g+o.uv_index_bytes*3);C=o.ntri_smooth_uv*(g+o.normal_index_bytes* -3+o.uv_index_bytes*3);I=o.nquad_flat*L;g=o.nquad_smooth*(L+o.normal_index_bytes*4);L=o.nquad_flat_uv*(L+o.uv_index_bytes*4);H+=function(z){for(var D,F,T,Q=o.vertex_coordinate_bytes*3,fa=z+o.nvertices*Q;z>7)-127;N|=(X&127)<<16|V<<8;if(N==0&&ga==-127)return 0;return(1-2*(ja>>7))*(1+N*Math.pow(2,-23))*Math.pow(2,ga)}function k(u,F){var N=m(u,F),V=m(u,F+1),X=m(u,F+2);return(m(u,F+3)<<24)+(X<<16)+(V<<8)+N}function j(u,F){var N=m(u,F);return(m(u,F+1)<<8)+N}function l(u,F){var N=m(u,F);return N>127?N-256:N}function m(u,F){return u.charCodeAt(F)&255}function v(u){var F,N,V;F= +k(a,u);N=k(a,u+aa);V=k(a,u+K);u=j(a,u+L);THREE.Loader.prototype.f3(q,F,N,V,u)}function p(u){var F,N,V,X,ja,ga;F=k(a,u);N=k(a,u+aa);V=k(a,u+K);X=j(a,u+L);ja=k(a,u+W);ga=k(a,u+T);u=k(a,u+Y);THREE.Loader.prototype.f3n(q,M,F,N,V,X,ja,ga,u)}function o(u){var F,N,V,X;F=k(a,u);N=k(a,u+fa);V=k(a,u+I);X=k(a,u+ea);u=j(a,u+ra);THREE.Loader.prototype.f4(q,F,N,V,X,u)}function x(u){var F,N,V,X,ja,ga,Ca,R;F=k(a,u);N=k(a,u+fa);V=k(a,u+I);X=k(a,u+ea);ja=j(a,u+ra);ga=k(a,u+ba);Ca=k(a,u+na);R=k(a,u+n);u=k(a,u+A);THREE.Loader.prototype.f4n(q, +M,F,N,V,X,ja,ga,Ca,R,u)}function z(u){var F,N;F=k(a,u);N=k(a,u+B);u=k(a,u+t);THREE.Loader.prototype.uv3(q.uvs,Q[F*2],Q[F*2+1],Q[N*2],Q[N*2+1],Q[u*2],Q[u*2+1])}function H(u){var F,N,V;F=k(a,u);N=k(a,u+w);V=k(a,u+C);u=k(a,u+E);THREE.Loader.prototype.uv4(q.uvs,Q[F*2],Q[F*2+1],Q[N*2],Q[N*2+1],Q[V*2],Q[V*2+1],Q[u*2],Q[u*2+1])}var q=this,G=0,d,M=[],Q=[],aa,K,L,W,T,Y,fa,I,ea,ra,ba,na,n,A,B,t,w,C,E,D,y,P,S,Z,la;THREE.Geometry.call(this);THREE.Loader.prototype.init_materials(q,e,g);d={signature:a.substr(G, +8),header_bytes:m(a,G+8),vertex_coordinate_bytes:m(a,G+9),normal_coordinate_bytes:m(a,G+10),uv_coordinate_bytes:m(a,G+11),vertex_index_bytes:m(a,G+12),normal_index_bytes:m(a,G+13),uv_index_bytes:m(a,G+14),material_index_bytes:m(a,G+15),nvertices:k(a,G+16),nnormals:k(a,G+16+4),nuvs:k(a,G+16+8),ntri_flat:k(a,G+16+12),ntri_smooth:k(a,G+16+16),ntri_flat_uv:k(a,G+16+20),ntri_smooth_uv:k(a,G+16+24),nquad_flat:k(a,G+16+28),nquad_smooth:k(a,G+16+32),nquad_flat_uv:k(a,G+16+36),nquad_smooth_uv:k(a,G+16+40)}; +G+=d.header_bytes;aa=d.vertex_index_bytes;K=d.vertex_index_bytes*2;L=d.vertex_index_bytes*3;W=d.vertex_index_bytes*3+d.material_index_bytes;T=d.vertex_index_bytes*3+d.material_index_bytes+d.normal_index_bytes;Y=d.vertex_index_bytes*3+d.material_index_bytes+d.normal_index_bytes*2;fa=d.vertex_index_bytes;I=d.vertex_index_bytes*2;ea=d.vertex_index_bytes*3;ra=d.vertex_index_bytes*4;ba=d.vertex_index_bytes*4+d.material_index_bytes;na=d.vertex_index_bytes*4+d.material_index_bytes+d.normal_index_bytes;n= +d.vertex_index_bytes*4+d.material_index_bytes+d.normal_index_bytes*2;A=d.vertex_index_bytes*4+d.material_index_bytes+d.normal_index_bytes*3;B=d.uv_index_bytes;t=d.uv_index_bytes*2;w=d.uv_index_bytes;C=d.uv_index_bytes*2;E=d.uv_index_bytes*3;g=d.vertex_index_bytes*3+d.material_index_bytes;la=d.vertex_index_bytes*4+d.material_index_bytes;D=d.ntri_flat*g;y=d.ntri_smooth*(g+d.normal_index_bytes*3);P=d.ntri_flat_uv*(g+d.uv_index_bytes*3);S=d.ntri_smooth_uv*(g+d.normal_index_bytes*3+d.uv_index_bytes*3); +Z=d.nquad_flat*la;g=d.nquad_smooth*(la+d.normal_index_bytes*4);la=d.nquad_flat_uv*(la+d.uv_index_bytes*4);G+=function(u){for(var F,N,V,X=d.vertex_coordinate_bytes*3,ja=u+d.nvertices*X;u + + + three.js - webgl + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/src/cameras/Camera.js b/src/cameras/Camera.js index 9fe49fcd..abd962f3 100644 --- a/src/cameras/Camera.js +++ b/src/cameras/Camera.js @@ -20,8 +20,8 @@ THREE.Camera = function( fov, aspect, near, far, target ) { this.up = new THREE.Vector3( 0, 1, 0 ); - this.inverseMatrix = new THREE.Matrix4(); - this.projectionMatrix = null; + this.matrixWorldInverse = new THREE.Matrix4(); + this.projectionMatrix = null; // movement @@ -103,8 +103,7 @@ THREE.Camera.prototype.update = function( parentMatrixWorld, forceUpdate, camera } - THREE.Matrix4.makeInvert( this.matrixWorld, this.inverseMatrix ); - //THREE.Matrix4.makeInvertTo( this.matrixWorld, this.inverseMatrix ); + THREE.Matrix4.makeInvert( this.matrixWorld, this.matrixWorldInverse ); forceUpdate = true; @@ -126,10 +125,9 @@ THREE.Camera.prototype.update = function( parentMatrixWorld, forceUpdate, camera } this.matrixNeedsUpdate = false; - forceUpdate = true; + forceUpdate = true; - THREE.Matrix4.makeInvert( this.matrixWorld, this.inverseMatrix ); - //THREE.Matrix4.makeInvertTo( this.matrixWorld, this.inverseMatrix ); + THREE.Matrix4.makeInvert( this.matrixWorld, this.matrixWorldInverse ); } @@ -148,7 +146,7 @@ THREE.Camera.prototype.update = function( parentMatrixWorld, forceUpdate, camera /* * FrustumContains - * Checks object against projected image (as opposed to ordinary frustum check) + * Checks object against projected image (as opposed to ordinary 3D frustum check) * * TODO: make it work also for ortho camera */ @@ -163,7 +161,7 @@ THREE.Camera.prototype.frustumContains = function( object3D ) { // check z - var inverse = this.inverseMatrix; + var inverse = this.matrixWorldInverse; var radius = object3D.boundRadius * object3D.boundRadiusScale; var vz1 = ( inverse.n31 * vx0 + inverse.n32 * vy0 + inverse.n33 * vz0 + inverse.n34 ); diff --git a/src/core/Matrix4.js b/src/core/Matrix4.js index 73413be3..edfc1119 100644 --- a/src/core/Matrix4.js +++ b/src/core/Matrix4.js @@ -75,10 +75,15 @@ THREE.Matrix4.prototype = { x.cross( up, z ).normalize(); y.cross( z, x ).normalize(); - this.n11 = x.x; this.n12 = x.y; this.n13 = x.z; this.n14 = - x.dot( eye ); +/* this.n11 = x.x; this.n12 = x.y; this.n13 = x.z; this.n14 = - x.dot( eye ); this.n21 = y.x; this.n22 = y.y; this.n23 = y.z; this.n24 = - y.dot( eye ); this.n31 = z.x; this.n32 = z.y; this.n33 = z.z; this.n34 = - z.dot( eye ); this.n41 = 0; this.n42 = 0; this.n43 = 0; this.n44 = 1; +*/ + + this.n11 = x.x; this.n12 = y.x; this.n13 = z.x; this.n14 = -eye.x; + this.n21 = x.y; this.n22 = y.y; this.n23 = z.y; this.n24 = -eye.y; + this.n31 = x.z; this.n32 = y.z; this.n33 = z.z; this.n34 = -eye.z; return this; diff --git a/src/core/Object3D.js b/src/core/Object3D.js index ce1fe2ee..85aebe9d 100644 --- a/src/core/Object3D.js +++ b/src/core/Object3D.js @@ -49,6 +49,17 @@ THREE.Object3D.prototype = { child.parent = this; this.children.push( child ); + + // add to scene + + var scene = this; + + while( scene instanceof THREE.Scene === false && scene !== undefined ) + scene = scene.parent; + + if( scene !== undefined ) + scene.addChildRecurse( child ); + } }, diff --git a/src/renderers/WebGLRenderer.js b/src/renderers/WebGLRenderer.js index edc28cbd..245f155c 100644 --- a/src/renderers/WebGLRenderer.js +++ b/src/renderers/WebGLRenderer.js @@ -46,7 +46,6 @@ THREE.WebGLRenderer = function ( parameters ) { _projScreenMatrix = new THREE.Matrix4(), _projectionMatrixArray = new Float32Array( 16 ), - _cameraInverseMatrixArray = new Float32Array( 16 ), _viewMatrixArray = new Float32Array( 16 ), @@ -1401,6 +1400,7 @@ THREE.WebGLRenderer = function ( parameters ) { _oldProgram = program; _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, _projectionMatrixArray ); + _gl.uniformMatrix4fv( p_uniforms.cameraInverseMatrix, false, _viewMatrixArray ); } @@ -1856,14 +1856,20 @@ THREE.WebGLRenderer = function ( parameters ) { fog = scene.fog, ol; + +// EMPA: needs to be reset + _oldProgram = null, + + camera.matrixAutoUpdate && camera.update(); - camera.matrixWorld.flattenToArray( _viewMatrixArray ); + camera.matrixWorldInverse.flattenToArray( _viewMatrixArray ); camera.projectionMatrix.flattenToArray( _projectionMatrixArray ); - camera.inverseMatrix.flattenToArray( _cameraInverseMatrixArray ); - _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorld ); - computeFrustum( _projScreenMatrix ); + _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse ); + +// EMPA: calling camera frustum check +// computeFrustum( _projScreenMatrix ); if( THREE.AnimationHandler ) THREE.AnimationHandler.update(); @@ -1890,7 +1896,9 @@ THREE.WebGLRenderer = function ( parameters ) { if ( object.visible ) { - if ( ! ( object instanceof THREE.Mesh ) || isInFrustum( object ) ) { +// EMPA: calling camera frustum check (probably faster to have inside of WebGLRenderer) +// if ( ! ( object instanceof THREE.Mesh ) || isInFrustum( object ) ) { + if ( ! ( object instanceof THREE.Mesh ) || camera.frustumContains( object ) ) { object.matrixWorld.flattenToArray( object._objectMatrixArray ); @@ -1902,10 +1910,13 @@ THREE.WebGLRenderer = function ( parameters ) { if ( this.sortObjects ) { - _vector3.copy( object.position ); - _projScreenMatrix.multiplyVector3( _vector3 ); +// EMPA: positionScreen.z contains the z-depth in camera space after camera.frustumContains +// _vector3.copy( object.position ); +// _projScreenMatrix.multiplyVector3( _vector3 ); - webGLObject.z = _vector3.z; +// webGLObject.z = _vector3.z; + + webGLObject.z = object.positionScreen.z; } @@ -2297,9 +2308,14 @@ THREE.WebGLRenderer = function ( parameters ) { function setupMatrices ( object, camera ) { - object._modelViewMatrix.multiplyToArray( camera.matrixWorld, object.matrixWorld, object._modelViewMatrixArray ); - THREE.Matrix4.makeInvert3x3( object._modelViewMatrix ).transposeIntoArray( object._normalMatrixArray ); +// EMPA: moved inverse * matrixWorld to vertex shader +// object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray ); +// THREE.Matrix4.makeInvert3x3( object._modelViewMatrix ).transposeIntoArray( object._normalMatrixArray ); + +// EMPA: the normal update part is only needed when object (or object's parents) have been rotated (could be done inside Mesh.update) + object.matrixWorld.flattenToArray( object._modelViewMatrixArray ); + THREE.Matrix4.makeInvert3x3( object.matrixWorld ).transposeIntoArray( object._normalMatrixArray ); }; this.setFaceCulling = function ( cullFace, frontFace ) { @@ -2377,8 +2393,9 @@ THREE.WebGLRenderer = function ( parameters ) { _gl.cullFace( _gl.BACK ); _gl.enable( _gl.CULL_FACE ); - _gl.enable( _gl.BLEND ); - _gl.blendFunc( _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA ); +// EMPA: enable only when neccesary +// _gl.enable( _gl.BLEND ); +// _gl.blendFunc( _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA ); _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha ); _cullEnabled = true; @@ -2471,16 +2488,20 @@ THREE.WebGLRenderer = function ( parameters ) { function loadUniformsSkinning( uniforms, object ) { - _gl.uniformMatrix4fv( uniforms.cameraInverseMatrix, false, _cameraInverseMatrixArray ); + _gl.uniformMatrix4fv( uniforms.cameraInverseMatrix, false, _viewMatrixArray ); _gl.uniformMatrix4fv( uniforms.boneGlobalMatrices, false, object.boneMatrices ); }; function loadUniformsMatrices( uniforms, object ) { +// EMPA: added inverse * matrixWorld to vertex shader +// _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray ); +// _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrixArray ); + +// _gl.uniformMatrix4fv( uniforms.cameraInverseMatrix, false, _viewMatrixArray ); _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray ); _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrixArray ); - }; function loadUniformsGeneric( program, uniforms ) { @@ -3401,9 +3422,10 @@ THREE.Snippets = { "gl_Position += ( boneGlobalMatrices[ int( skinIndex.y ) ] * skinVertexB ) * skinWeight.y;", // this doesn't work, no idea why - //"gl_Position = projectionMatrix * cameraInverseMatrix * objectMatrix * gl_Position;", + "gl_Position = projectionMatrix * objectMatrix * gl_Position;", - "gl_Position = projectionMatrix * viewMatrix * objectMatrix * gl_Position;", + // EMPA: Above should work now + //"gl_Position = projectionMatrix * viewMatrix * objectMatrix * gl_Position;", "#else", @@ -3525,10 +3547,10 @@ THREE.ShaderLib = { "void main() {", - "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", + "//vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", "vNormal = normalize( normalMatrix * normal );", - "gl_Position = projectionMatrix * mvPosition;", + "gl_Position = projectionMatrix * cameraInverseMatrix * modelViewMatrix * vec4( position, 1.0 );//mvPosition;", "}" From df36675640485e8700e513af2ebbf1e096401faa Mon Sep 17 00:00:00 2001 From: Mikael Emtinger Date: Mon, 28 Feb 2011 13:13:20 +0100 Subject: [PATCH 2/4] Matrix4: - Wrong in last commit, now the inversion of position is removed --- src/core/Matrix4.js | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/src/core/Matrix4.js b/src/core/Matrix4.js index edfc1119..e304e572 100644 --- a/src/core/Matrix4.js +++ b/src/core/Matrix4.js @@ -81,9 +81,9 @@ THREE.Matrix4.prototype = { this.n41 = 0; this.n42 = 0; this.n43 = 0; this.n44 = 1; */ - this.n11 = x.x; this.n12 = y.x; this.n13 = z.x; this.n14 = -eye.x; - this.n21 = x.y; this.n22 = y.y; this.n23 = z.y; this.n24 = -eye.y; - this.n31 = x.z; this.n32 = y.z; this.n33 = z.z; this.n34 = -eye.z; + this.n11 = x.x; this.n12 = y.x; this.n13 = z.x; this.n14 = eye.x; + this.n21 = x.y; this.n22 = y.y; this.n23 = z.y; this.n24 = eye.y; + this.n31 = x.z; this.n32 = y.z; this.n33 = z.z; this.n34 = eye.z; return this; From 93dbda08b11f109c528da4ace9679fe875136b87 Mon Sep 17 00:00:00 2001 From: Mikael Emtinger Date: Mon, 28 Feb 2011 15:53:12 +0100 Subject: [PATCH 3/4] Fixed LOD. --- build/Three.js | 24 ++--- index.html | 1 + lod.html | 158 +++++++++++++++++++++++++++++++++ src/objects/LOD.js | 6 +- src/renderers/WebGLRenderer.js | 12 +-- 5 files changed, 182 insertions(+), 19 deletions(-) create mode 100644 lod.html diff --git a/build/Three.js b/build/Three.js index a4df996e..7150259f 100755 --- a/build/Three.js +++ b/build/Three.js @@ -20,7 +20,7 @@ e:j.getRight();f=f>j.getBottom()?f:j.getBottom()}a()};this.inflate=function(j){b THREE.Matrix3=function(){this.m=[]};THREE.Matrix3.prototype={transpose:function(){var a,b=this.m;a=b[1];b[1]=b[3];b[3]=a;a=b[2];b[2]=b[6];b[6]=a;a=b[5];b[5]=b[7];b[7]=a;return this},transposeIntoArray:function(a){var b=this.m;a[0]=b[0];a[1]=b[3];a[2]=b[6];a[3]=b[1];a[4]=b[4];a[5]=b[7];a[6]=b[2];a[7]=b[5];a[8]=b[8];return this}}; THREE.Matrix4=function(a,b,c,e,f,g,h,k,j,l,m,v,p,o,x,z){this.set(a||1,b||0,c||0,e||0,f||0,g||1,h||0,k||0,j||0,l||0,m||1,v||0,p||0,o||0,x||0,z||1);this.flat=Array(16);this.m33=new THREE.Matrix3}; THREE.Matrix4.prototype={set:function(a,b,c,e,f,g,h,k,j,l,m,v,p,o,x,z){this.n11=a;this.n12=b;this.n13=c;this.n14=e;this.n21=f;this.n22=g;this.n23=h;this.n24=k;this.n31=j;this.n32=l;this.n33=m;this.n34=v;this.n41=p;this.n42=o;this.n43=x;this.n44=z;return this},identity:function(){this.set(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1);return this},copy:function(a){this.set(a.n11,a.n12,a.n13,a.n14,a.n21,a.n22,a.n23,a.n24,a.n31,a.n32,a.n33,a.n34,a.n41,a.n42,a.n43,a.n44);return this},lookAt:function(a,b,c){var e=THREE.Matrix4.__tmpVec1, -f=THREE.Matrix4.__tmpVec2,g=THREE.Matrix4.__tmpVec3;g.sub(a,b).normalize();e.cross(c,g).normalize();f.cross(g,e).normalize();this.n11=e.x;this.n12=f.x;this.n13=g.x;this.n14=-a.x;this.n21=e.y;this.n22=f.y;this.n23=g.y;this.n24=-a.y;this.n31=e.z;this.n32=f.z;this.n33=g.z;this.n34=-a.z;return this},multiplyVector3:function(a){var b=a.x,c=a.y,e=a.z,f=1/(this.n41*b+this.n42*c+this.n43*e+this.n44);a.x=(this.n11*b+this.n12*c+this.n13*e+this.n14)*f;a.y=(this.n21*b+this.n22*c+this.n23*e+this.n24)*f;a.z=(this.n31* +f=THREE.Matrix4.__tmpVec2,g=THREE.Matrix4.__tmpVec3;g.sub(a,b).normalize();e.cross(c,g).normalize();f.cross(g,e).normalize();this.n11=e.x;this.n12=f.x;this.n13=g.x;this.n14=a.x;this.n21=e.y;this.n22=f.y;this.n23=g.y;this.n24=a.y;this.n31=e.z;this.n32=f.z;this.n33=g.z;this.n34=a.z;return this},multiplyVector3:function(a){var b=a.x,c=a.y,e=a.z,f=1/(this.n41*b+this.n42*c+this.n43*e+this.n44);a.x=(this.n11*b+this.n12*c+this.n13*e+this.n14)*f;a.y=(this.n21*b+this.n22*c+this.n23*e+this.n24)*f;a.z=(this.n31* b+this.n32*c+this.n33*e+this.n34)*f;return a},multiplyVector3OnlyZ:function(a){var b=a.x,c=a.y;a=a.z;return(this.n31*b+this.n32*c+this.n33*a+this.n34)*(1/(this.n41*b+this.n42*c+this.n43*a+this.n44))},multiplyVector4:function(a){var b=a.x,c=a.y,e=a.z,f=a.w;a.x=this.n11*b+this.n12*c+this.n13*e+this.n14*f;a.y=this.n21*b+this.n22*c+this.n23*e+this.n24*f;a.z=this.n31*b+this.n32*c+this.n33*e+this.n34*f;a.w=this.n41*b+this.n42*c+this.n43*e+this.n44*f;return a},crossVector:function(a){var b=new THREE.Vector4; b.x=this.n11*a.x+this.n12*a.y+this.n13*a.z+this.n14*a.w;b.y=this.n21*a.x+this.n22*a.y+this.n23*a.z+this.n24*a.w;b.z=this.n31*a.x+this.n32*a.y+this.n33*a.z+this.n34*a.w;b.w=a.w?this.n41*a.x+this.n42*a.y+this.n43*a.z+this.n44*a.w:1;return b},multiply:function(a,b){var c=a.n11,e=a.n12,f=a.n13,g=a.n14,h=a.n21,k=a.n22,j=a.n23,l=a.n24,m=a.n31,v=a.n32,p=a.n33,o=a.n34,x=a.n41,z=a.n42,H=a.n43,q=a.n44,G=b.n11,d=b.n12,M=b.n13,Q=b.n14,aa=b.n21,K=b.n22,L=b.n23,W=b.n24,T=b.n31,Y=b.n32,fa=b.n33,I=b.n34;this.n11= c*G+e*aa+f*T;this.n12=c*d+e*K+f*Y;this.n13=c*M+e*L+f*fa;this.n14=c*Q+e*W+f*I+g;this.n21=h*G+k*aa+j*T;this.n22=h*d+k*K+j*Y;this.n23=h*M+k*L+j*fa;this.n24=h*Q+k*W+j*I+l;this.n31=m*G+v*aa+p*T;this.n32=m*d+v*K+p*Y;this.n33=m*M+v*L+p*fa;this.n34=m*Q+v*W+p*I+o;this.n41=x*G+z*aa+H*T;this.n42=x*d+z*K+H*Y;this.n43=x*M+z*L+H*fa;this.n44=x*Q+z*W+H*I+q;return this},multiplyToArray:function(a,b,c){var e=a.n11,f=a.n12,g=a.n13,h=a.n14,k=a.n21,j=a.n22,l=a.n23,m=a.n24,v=a.n31,p=a.n32,o=a.n33,x=a.n34,z=a.n41,H=a.n42, @@ -253,20 +253,20 @@ map_particle_fragment:"#ifdef USE_MAP\ngl_FragColor = gl_FragColor * texture2D( lightmap_fragment:"#ifdef USE_LIGHTMAP\ngl_FragColor = gl_FragColor * texture2D( light_map, vUv2 );\n#endif",lightmap_vertex:"#ifdef USE_LIGHTMAP\nvUv2 = uv2;\n#endif",lights_pars_vertex:"uniform bool enableLighting;\nuniform vec3 ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n#ifdef PHONG\nvarying vec3 vPointLightVector[ MAX_POINT_LIGHTS ];\n#endif\n#endif", lights_vertex:"if ( !enableLighting ) {\nvLightWeighting = vec3( 1.0 );\n} else {\nvLightWeighting = ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\nfor( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nfloat directionalLightWeighting = max( dot( transformedNormal, normalize( lDirection.xyz ) ), 0.0 );\nvLightWeighting += directionalLightColor[ i ] * directionalLightWeighting;\n}\n#endif\n#if MAX_POINT_LIGHTS > 0\nfor( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 pointLightVector = normalize( lPosition.xyz - mvPosition.xyz );\nfloat pointLightWeighting = max( dot( transformedNormal, pointLightVector ), 0.0 );\nvLightWeighting += pointLightColor[ i ] * pointLightWeighting;\n#ifdef PHONG\nvPointLightVector[ i ] = pointLightVector;\n#endif\n}\n#endif\n}", lights_pars_fragment:"#if MAX_DIR_LIGHTS > 0\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nvarying vec3 vPointLightVector[ MAX_POINT_LIGHTS ];\n#endif\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;",lights_fragment:"vec3 normal = normalize( vNormal );\nvec3 viewPosition = normalize( vViewPosition );\nvec4 mColor = vec4( diffuse, opacity );\nvec4 mSpecular = vec4( specular, opacity );\n#if MAX_POINT_LIGHTS > 0\nvec4 pointDiffuse = vec4( 0.0 );\nvec4 pointSpecular = vec4( 0.0 );\nfor( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {\nvec3 pointVector = normalize( vPointLightVector[ i ] );\nvec3 pointHalfVector = normalize( vPointLightVector[ i ] + vViewPosition );\nfloat pointDotNormalHalf = dot( normal, pointHalfVector );\nfloat pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );\nfloat pointSpecularWeight = 0.0;\nif ( pointDotNormalHalf >= 0.0 )\npointSpecularWeight = pow( pointDotNormalHalf, shininess );\npointDiffuse += mColor * pointDiffuseWeight;\npointSpecular += mSpecular * pointSpecularWeight;\n}\n#endif\n#if MAX_DIR_LIGHTS > 0\nvec4 dirDiffuse = vec4( 0.0 );\nvec4 dirSpecular = vec4( 0.0 );\nfor( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nvec3 dirVector = normalize( lDirection.xyz );\nvec3 dirHalfVector = normalize( lDirection.xyz + vViewPosition );\nfloat dirDotNormalHalf = dot( normal, dirHalfVector );\nfloat dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );\nfloat dirSpecularWeight = 0.0;\nif ( dirDotNormalHalf >= 0.0 )\ndirSpecularWeight = pow( dirDotNormalHalf, shininess );\ndirDiffuse += mColor * dirDiffuseWeight;\ndirSpecular += mSpecular * dirSpecularWeight;\n}\n#endif\nvec4 totalLight = vec4( ambient, opacity );\n#if MAX_DIR_LIGHTS > 0\ntotalLight += dirDiffuse + dirSpecular;\n#endif\n#if MAX_POINT_LIGHTS > 0\ntotalLight += pointDiffuse + pointSpecular;\n#endif\ngl_FragColor = gl_FragColor * totalLight;", -color_pars_fragment:"#ifdef USE_COLOR\nvarying vec3 vColor;\n#endif",color_fragment:"#ifdef USE_COLOR\ngl_FragColor = gl_FragColor * vec4( vColor, opacity );\n#endif",color_pars_vertex:"#ifdef USE_COLOR\nvarying vec3 vColor;\n#endif",color_vertex:"#ifdef USE_COLOR\nvColor = color;\n#endif",skinning_pars_vertex:"#ifdef USE_SKINNING\nuniform mat4 boneGlobalMatrices[20];\n#endif",skinning_vertex:"#ifdef USE_SKINNING\ngl_Position = ( boneGlobalMatrices[ int( skinIndex.x ) ] * skinVertexA ) * skinWeight.x;\ngl_Position += ( boneGlobalMatrices[ int( skinIndex.y ) ] * skinVertexB ) * skinWeight.y;\ngl_Position = projectionMatrix * objectMatrix * gl_Position;\n#else\ngl_Position = projectionMatrix * mvPosition;\n#endif"}; +color_pars_fragment:"#ifdef USE_COLOR\nvarying vec3 vColor;\n#endif",color_fragment:"#ifdef USE_COLOR\ngl_FragColor = gl_FragColor * vec4( vColor, opacity );\n#endif",color_pars_vertex:"#ifdef USE_COLOR\nvarying vec3 vColor;\n#endif",color_vertex:"#ifdef USE_COLOR\nvColor = color;\n#endif",skinning_pars_vertex:"#ifdef USE_SKINNING\nuniform mat4 boneGlobalMatrices[20];\n#endif",skinning_vertex:"#ifdef USE_SKINNING\ngl_Position = ( boneGlobalMatrices[ int( skinIndex.x ) ] * skinVertexA ) * skinWeight.x;\ngl_Position += ( boneGlobalMatrices[ int( skinIndex.y ) ] * skinVertexB ) * skinWeight.y;\ngl_Position = projectionMatrix * cameraInverseMatrix * objectMatrix * gl_Position;\n#else\ngl_Position = projectionMatrix * cameraInverseMatrix * mvPosition;\n#endif"}; THREE.UniformsLib={common:{diffuse:{type:"c",value:new THREE.Color(15658734)},opacity:{type:"f",value:1},map:{type:"t",value:0,texture:null},light_map:{type:"t",value:2,texture:null},env_map:{type:"t",value:1,texture:null},useRefract:{type:"i",value:0},reflectivity:{type:"f",value:1},refraction_ratio:{type:"f",value:0.98},combine:{type:"i",value:0},fogDensity:{type:"f",value:2.5E-4},fogNear:{type:"f",value:1},fogFar:{type:"f",value:2E3},fogColor:{type:"c",value:new THREE.Color(16777215)}},lights:{enableLighting:{type:"i", value:1},ambientLightColor:{type:"fv",value:[]},directionalLightDirection:{type:"fv",value:[]},directionalLightColor:{type:"fv",value:[]},pointLightPosition:{type:"fv",value:[]},pointLightColor:{type:"fv",value:[]}},particle:{psColor:{type:"c",value:new THREE.Color(15658734)},opacity:{type:"f",value:1},size:{type:"f",value:1},map:{type:"t",value:0,texture:null},fogDensity:{type:"f",value:2.5E-4},fogNear:{type:"f",value:1},fogFar:{type:"f",value:2E3},fogColor:{type:"c",value:new THREE.Color(16777215)}}}; -THREE.ShaderLib={depth:{uniforms:{mNear:{type:"f",value:1},mFar:{type:"f",value:2E3},opacity:{type:"f",value:1}},fragment_shader:"uniform float mNear;\nuniform float mFar;\nuniform float opacity;\nvoid main() {\nfloat depth = gl_FragCoord.z / gl_FragCoord.w;\nfloat color = 1.0 - smoothstep( mNear, mFar, depth );\ngl_FragColor = vec4( vec3( color ), opacity );\n}",vertex_shader:"void main() {\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}"},normal:{uniforms:{opacity:{type:"f", -value:1}},fragment_shader:"uniform float opacity;\nvarying vec3 vNormal;\nvoid main() {\ngl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );\n}",vertex_shader:"varying vec3 vNormal;\nvoid main() {\n//vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\nvNormal = normalize( normalMatrix * normal );\ngl_Position = projectionMatrix * cameraInverseMatrix * modelViewMatrix * vec4( position, 1.0 );//mvPosition;\n}"},basic:{uniforms:THREE.UniformsLib.common,fragment_shader:["uniform vec3 diffuse;\nuniform float opacity;", -THREE.Snippets.color_pars_fragment,THREE.Snippets.map_pars_fragment,THREE.Snippets.lightmap_pars_fragment,THREE.Snippets.envmap_pars_fragment,THREE.Snippets.fog_pars_fragment,"void main() {\ngl_FragColor = vec4( diffuse, opacity );",THREE.Snippets.map_fragment,THREE.Snippets.lightmap_fragment,THREE.Snippets.color_fragment,THREE.Snippets.envmap_fragment,THREE.Snippets.fog_fragment,"}"].join("\n"),vertex_shader:[THREE.Snippets.map_pars_vertex,THREE.Snippets.lightmap_pars_vertex,THREE.Snippets.envmap_pars_vertex, -THREE.Snippets.color_pars_vertex,THREE.Snippets.skinning_pars_vertex,"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",THREE.Snippets.map_vertex,THREE.Snippets.lightmap_vertex,THREE.Snippets.envmap_vertex,THREE.Snippets.color_vertex,THREE.Snippets.skinning_vertex,"}"].join("\n")},lambert:{uniforms:Uniforms.merge([THREE.UniformsLib.common,THREE.UniformsLib.lights]),fragment_shader:["uniform vec3 diffuse;\nuniform float opacity;\nvarying vec3 vLightWeighting;",THREE.Snippets.color_pars_fragment, -THREE.Snippets.map_pars_fragment,THREE.Snippets.lightmap_pars_fragment,THREE.Snippets.envmap_pars_fragment,THREE.Snippets.fog_pars_fragment,"void main() {\ngl_FragColor = vec4( diffuse, opacity );\ngl_FragColor = gl_FragColor * vec4( vLightWeighting, 1.0 );",THREE.Snippets.map_fragment,THREE.Snippets.lightmap_fragment,THREE.Snippets.color_fragment,THREE.Snippets.envmap_fragment,THREE.Snippets.fog_fragment,"}"].join("\n"),vertex_shader:["varying vec3 vLightWeighting;",THREE.Snippets.map_pars_vertex, -THREE.Snippets.lightmap_pars_vertex,THREE.Snippets.envmap_pars_vertex,THREE.Snippets.lights_pars_vertex,THREE.Snippets.color_pars_vertex,THREE.Snippets.skinning_pars_vertex,"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",THREE.Snippets.map_vertex,THREE.Snippets.lightmap_vertex,THREE.Snippets.envmap_vertex,THREE.Snippets.color_vertex,"vec3 transformedNormal = normalize( normalMatrix * normal );",THREE.Snippets.lights_vertex,THREE.Snippets.skinning_vertex,"}"].join("\n")}, -phong:{uniforms:Uniforms.merge([THREE.UniformsLib.common,THREE.UniformsLib.lights,{ambient:{type:"c",value:new THREE.Color(328965)},specular:{type:"c",value:new THREE.Color(1118481)},shininess:{type:"f",value:30}}]),fragment_shader:["uniform vec3 diffuse;\nuniform float opacity;\nuniform vec3 ambient;\nuniform vec3 specular;\nuniform float shininess;\nvarying vec3 vLightWeighting;",THREE.Snippets.color_pars_fragment,THREE.Snippets.map_pars_fragment,THREE.Snippets.lightmap_pars_fragment,THREE.Snippets.envmap_pars_fragment, -THREE.Snippets.fog_pars_fragment,THREE.Snippets.lights_pars_fragment,"void main() {\ngl_FragColor = vec4( vLightWeighting, 1.0 );",THREE.Snippets.lights_fragment,THREE.Snippets.map_fragment,THREE.Snippets.lightmap_fragment,THREE.Snippets.color_fragment,THREE.Snippets.envmap_fragment,THREE.Snippets.fog_fragment,"}"].join("\n"),vertex_shader:["#define PHONG\nvarying vec3 vLightWeighting;\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;",THREE.Snippets.map_pars_vertex,THREE.Snippets.lightmap_pars_vertex, -THREE.Snippets.envmap_pars_vertex,THREE.Snippets.lights_pars_vertex,THREE.Snippets.color_pars_vertex,THREE.Snippets.skinning_pars_vertex,"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",THREE.Snippets.map_vertex,THREE.Snippets.lightmap_vertex,THREE.Snippets.envmap_vertex,THREE.Snippets.color_vertex,"#ifndef USE_ENVMAP\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\n#endif\nvViewPosition = cameraPosition - mPosition.xyz;\nvec3 transformedNormal = normalize( normalMatrix * normal );\nvNormal = transformedNormal;", +THREE.ShaderLib={depth:{uniforms:{mNear:{type:"f",value:1},mFar:{type:"f",value:2E3},opacity:{type:"f",value:1}},fragment_shader:"uniform float mNear;\nuniform float mFar;\nuniform float opacity;\nvoid main() {\nfloat depth = gl_FragCoord.z / gl_FragCoord.w;\nfloat color = 1.0 - smoothstep( mNear, mFar, depth );\ngl_FragColor = vec4( vec3( color ), opacity );\n}",vertex_shader:"void main() {\ngl_Position = projectionMatrix * cameraInverseMatrix * modelViewMatrix * vec4( position, 1.0 );\n}"},normal:{uniforms:{opacity:{type:"f", +value:1}},fragment_shader:"uniform float opacity;\nvarying vec3 vNormal;\nvoid main() {\ngl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );\n}",vertex_shader:"varying vec3 vNormal;\nvoid main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\nvNormal = normalize( normalMatrix * normal );\ngl_Position = projectionMatrix * cameraInverseMatrix * mvPosition;\n}"},basic:{uniforms:THREE.UniformsLib.common,fragment_shader:["uniform vec3 diffuse;\nuniform float opacity;",THREE.Snippets.color_pars_fragment, +THREE.Snippets.map_pars_fragment,THREE.Snippets.lightmap_pars_fragment,THREE.Snippets.envmap_pars_fragment,THREE.Snippets.fog_pars_fragment,"void main() {\ngl_FragColor = vec4( diffuse, opacity );",THREE.Snippets.map_fragment,THREE.Snippets.lightmap_fragment,THREE.Snippets.color_fragment,THREE.Snippets.envmap_fragment,THREE.Snippets.fog_fragment,"}"].join("\n"),vertex_shader:[THREE.Snippets.map_pars_vertex,THREE.Snippets.lightmap_pars_vertex,THREE.Snippets.envmap_pars_vertex,THREE.Snippets.color_pars_vertex, +THREE.Snippets.skinning_pars_vertex,"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",THREE.Snippets.map_vertex,THREE.Snippets.lightmap_vertex,THREE.Snippets.envmap_vertex,THREE.Snippets.color_vertex,THREE.Snippets.skinning_vertex,"}"].join("\n")},lambert:{uniforms:Uniforms.merge([THREE.UniformsLib.common,THREE.UniformsLib.lights]),fragment_shader:["uniform vec3 diffuse;\nuniform float opacity;\nvarying vec3 vLightWeighting;",THREE.Snippets.color_pars_fragment,THREE.Snippets.map_pars_fragment, +THREE.Snippets.lightmap_pars_fragment,THREE.Snippets.envmap_pars_fragment,THREE.Snippets.fog_pars_fragment,"void main() {\ngl_FragColor = vec4( diffuse, opacity );\ngl_FragColor = gl_FragColor * vec4( vLightWeighting, 1.0 );",THREE.Snippets.map_fragment,THREE.Snippets.lightmap_fragment,THREE.Snippets.color_fragment,THREE.Snippets.envmap_fragment,THREE.Snippets.fog_fragment,"}"].join("\n"),vertex_shader:["varying vec3 vLightWeighting;",THREE.Snippets.map_pars_vertex,THREE.Snippets.lightmap_pars_vertex, +THREE.Snippets.envmap_pars_vertex,THREE.Snippets.lights_pars_vertex,THREE.Snippets.color_pars_vertex,THREE.Snippets.skinning_pars_vertex,"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",THREE.Snippets.map_vertex,THREE.Snippets.lightmap_vertex,THREE.Snippets.envmap_vertex,THREE.Snippets.color_vertex,"vec3 transformedNormal = normalize( normalMatrix * normal );",THREE.Snippets.lights_vertex,THREE.Snippets.skinning_vertex,"}"].join("\n")},phong:{uniforms:Uniforms.merge([THREE.UniformsLib.common, +THREE.UniformsLib.lights,{ambient:{type:"c",value:new THREE.Color(328965)},specular:{type:"c",value:new THREE.Color(1118481)},shininess:{type:"f",value:30}}]),fragment_shader:["uniform vec3 diffuse;\nuniform float opacity;\nuniform vec3 ambient;\nuniform vec3 specular;\nuniform float shininess;\nvarying vec3 vLightWeighting;",THREE.Snippets.color_pars_fragment,THREE.Snippets.map_pars_fragment,THREE.Snippets.lightmap_pars_fragment,THREE.Snippets.envmap_pars_fragment,THREE.Snippets.fog_pars_fragment, +THREE.Snippets.lights_pars_fragment,"void main() {\ngl_FragColor = vec4( vLightWeighting, 1.0 );",THREE.Snippets.lights_fragment,THREE.Snippets.map_fragment,THREE.Snippets.lightmap_fragment,THREE.Snippets.color_fragment,THREE.Snippets.envmap_fragment,THREE.Snippets.fog_fragment,"}"].join("\n"),vertex_shader:["#define PHONG\nvarying vec3 vLightWeighting;\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;",THREE.Snippets.map_pars_vertex,THREE.Snippets.lightmap_pars_vertex,THREE.Snippets.envmap_pars_vertex, +THREE.Snippets.lights_pars_vertex,THREE.Snippets.color_pars_vertex,THREE.Snippets.skinning_pars_vertex,"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",THREE.Snippets.map_vertex,THREE.Snippets.lightmap_vertex,THREE.Snippets.envmap_vertex,THREE.Snippets.color_vertex,"#ifndef USE_ENVMAP\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\n#endif\nvViewPosition = cameraPosition - mPosition.xyz;\nvec3 transformedNormal = normalize( normalMatrix * normal );\nvNormal = transformedNormal;", THREE.Snippets.lights_vertex,THREE.Snippets.skinning_vertex,"}"].join("\n")},particle_basic:{uniforms:THREE.UniformsLib.particle,fragment_shader:["uniform vec3 psColor;\nuniform float opacity;",THREE.Snippets.color_pars_fragment,THREE.Snippets.map_particle_pars_fragment,THREE.Snippets.fog_pars_fragment,"void main() {\ngl_FragColor = vec4( psColor, opacity );",THREE.Snippets.map_particle_fragment,THREE.Snippets.color_fragment,THREE.Snippets.fog_fragment,"}"].join("\n"),vertex_shader:["uniform float size;", -THREE.Snippets.color_pars_vertex,"void main() {",THREE.Snippets.color_vertex,"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\ngl_Position = projectionMatrix * mvPosition;\ngl_PointSize = size;\n}"].join("\n")}}; +THREE.Snippets.color_pars_vertex,"void main() {",THREE.Snippets.color_vertex,"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\ngl_Position = projectionMatrix * cameraInverseMatrix * mvPosition;\ngl_PointSize = size;\n}"].join("\n")}}; THREE.SoundRenderer=function(){this.volume=1;this.domElement=document.createElement("div");this.domElement.id="THREESound";this.cameraPosition=new THREE.Vector3;this.soundPosition=new THREE.Vector3;this.render=function(a,b,c){c&&a.update(undefined,!1,b);c=a.sounds;var e,f=c.length;for(e=0;e + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/src/objects/LOD.js b/src/objects/LOD.js index 22f55bc9..ca2b41a6 100644 --- a/src/objects/LOD.js +++ b/src/objects/LOD.js @@ -77,11 +77,15 @@ THREE.LOD.prototype.update = function ( parentMatrixWorld, forceUpdate, camera ) } + // update LODs if ( this.LODs.length > 1 ) { - var distance = -camera.inverseMatrix.mulitplyVector3OnlyZ( this.position ); + + var inverse = camera.matrixWorldInverse; + var radius = this.boundRadius * this.boundRadiusScale; + var distance = -( inverse.n31 * this.position.x + inverse.n32 * this.position.y + inverse.n33 * this.position.z + inverse.n34 ); this.LODs[ 0 ].object3D.visible = true; diff --git a/src/renderers/WebGLRenderer.js b/src/renderers/WebGLRenderer.js index 245f155c..61d27872 100644 --- a/src/renderers/WebGLRenderer.js +++ b/src/renderers/WebGLRenderer.js @@ -3422,14 +3422,14 @@ THREE.Snippets = { "gl_Position += ( boneGlobalMatrices[ int( skinIndex.y ) ] * skinVertexB ) * skinWeight.y;", // this doesn't work, no idea why - "gl_Position = projectionMatrix * objectMatrix * gl_Position;", + "gl_Position = projectionMatrix * cameraInverseMatrix * objectMatrix * gl_Position;", // EMPA: Above should work now //"gl_Position = projectionMatrix * viewMatrix * objectMatrix * gl_Position;", "#else", - "gl_Position = projectionMatrix * mvPosition;", + "gl_Position = projectionMatrix * cameraInverseMatrix * mvPosition;", "#endif" @@ -3516,7 +3516,7 @@ THREE.ShaderLib = { "void main() {", - "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", + "gl_Position = projectionMatrix * cameraInverseMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" @@ -3547,10 +3547,10 @@ THREE.ShaderLib = { "void main() {", - "//vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", + "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", "vNormal = normalize( normalMatrix * normal );", - "gl_Position = projectionMatrix * cameraInverseMatrix * modelViewMatrix * vec4( position, 1.0 );//mvPosition;", + "gl_Position = projectionMatrix * cameraInverseMatrix * mvPosition;", "}" @@ -3799,7 +3799,7 @@ THREE.ShaderLib = { "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", - "gl_Position = projectionMatrix * mvPosition;", + "gl_Position = projectionMatrix * cameraInverseMatrix * mvPosition;", "gl_PointSize = size;", //"gl_PointSize = 10.0 + 6.0 * mvPosition.z;"; From 88a9ad2da7ba88e29662c3780148ba568dcf85ba Mon Sep 17 00:00:00 2001 From: Mikael Emtinger Date: Tue, 1 Mar 2011 08:31:37 +0100 Subject: [PATCH 4/4] Mergable: WebGLRenderer.js: changed so camera.matrixWorldInverse is used instead of camera.matrixWorld. --- src/core/Object3D.js | 5 + src/renderers/WebGLRenderer.js | 181 ++++++++++++++------------------- 2 files changed, 83 insertions(+), 103 deletions(-) diff --git a/src/core/Object3D.js b/src/core/Object3D.js index 85aebe9d..7a618298 100644 --- a/src/core/Object3D.js +++ b/src/core/Object3D.js @@ -160,3 +160,8 @@ THREE.Object3D.prototype = { } THREE.Object3DCounter = { value: 0 }; + + + + + diff --git a/src/renderers/WebGLRenderer.js b/src/renderers/WebGLRenderer.js index 61d27872..51e487fc 100644 --- a/src/renderers/WebGLRenderer.js +++ b/src/renderers/WebGLRenderer.js @@ -46,7 +46,6 @@ THREE.WebGLRenderer = function ( parameters ) { _projScreenMatrix = new THREE.Matrix4(), _projectionMatrixArray = new Float32Array( 16 ), - _viewMatrixArray = new Float32Array( 16 ), _vector3 = new THREE.Vector4(), @@ -1224,8 +1223,8 @@ THREE.WebGLRenderer = function ( parameters ) { function setMaterialShaders( material, shaders ) { - material.fragment_shader = shaders.fragment_shader; - material.vertex_shader = shaders.vertex_shader; + material.fragmentShader = shaders.fragmentShader; + material.vertexShader = shaders.vertexShader; material.uniforms = Uniforms.clone( shaders.uniforms ); }; @@ -1241,13 +1240,13 @@ THREE.WebGLRenderer = function ( parameters ) { uniforms.opacity.value = material.opacity; uniforms.map.texture = material.map; - uniforms.light_map.texture = material.light_map; + uniforms.lightMap.texture = material.lightMap; - uniforms.env_map.texture = material.env_map; + uniforms.envMap.texture = material.envMap; uniforms.reflectivity.value = material.reflectivity; - uniforms.refraction_ratio.value = material.refraction_ratio; + uniforms.refractionRatio.value = material.refractionRatio; uniforms.combine.value = material.combine; - uniforms.useRefract.value = material.env_map && material.env_map.mapping instanceof THREE.CubeRefractionMapping; + uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping; }; @@ -1345,11 +1344,11 @@ THREE.WebGLRenderer = function ( parameters ) { maxLightCount = allocateLights( lights, 4 ); - parameters = { fog: fog, map: material.map, env_map: material.env_map, light_map: material.light_map, vertex_colors: material.vertex_colors, + parameters = { fog: fog, map: material.map, envMap: material.envMap, lightMap: material.lightMap, vertexColors: material.vertexColors, skinning: material.skinning, maxDirLights: maxLightCount.directional, maxPointLights: maxLightCount.point }; - material.program = buildProgram( material.fragment_shader, material.vertex_shader, parameters ); + material.program = buildProgram( material.fragmentShader, material.vertexShader, parameters ); identifiers = [ 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'objectMatrix', 'cameraPosition', 'cameraInverseMatrix', 'boneGlobalMatrices' @@ -1400,7 +1399,6 @@ THREE.WebGLRenderer = function ( parameters ) { _oldProgram = program; _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, _projectionMatrixArray ); - _gl.uniformMatrix4fv( p_uniforms.cameraInverseMatrix, false, _viewMatrixArray ); } @@ -1470,14 +1468,14 @@ THREE.WebGLRenderer = function ( parameters ) { if ( material instanceof THREE.MeshShaderMaterial || material instanceof THREE.MeshPhongMaterial || - material.env_map ) { + material.envMap ) { _gl.uniform3f( p_uniforms.cameraPosition, camera.position.x, camera.position.y, camera.position.z ); } if ( material instanceof THREE.MeshShaderMaterial || - material.env_map || + material.envMap || material.skinning ) { _gl.uniformMatrix4fv( p_uniforms.objectMatrix, false, object._objectMatrixArray ); @@ -1605,7 +1603,7 @@ THREE.WebGLRenderer = function ( parameters ) { if ( material.wireframe ) { - _gl.lineWidth( material.wireframe_linewidth ); + _gl.lineWidth( material.wireframeLinewidth ); _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryChunk.__webGLLineBuffer ); _gl.drawElements( _gl.LINES, geometryChunk.__webGLLineCount, _gl.UNSIGNED_SHORT, 0 ); @@ -1856,20 +1854,13 @@ THREE.WebGLRenderer = function ( parameters ) { fog = scene.fog, ol; - -// EMPA: needs to be reset - _oldProgram = null, - - camera.matrixAutoUpdate && camera.update(); camera.matrixWorldInverse.flattenToArray( _viewMatrixArray ); camera.projectionMatrix.flattenToArray( _projectionMatrixArray ); _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse ); - -// EMPA: calling camera frustum check -// computeFrustum( _projScreenMatrix ); + computeFrustum( _projScreenMatrix ); if( THREE.AnimationHandler ) THREE.AnimationHandler.update(); @@ -1896,9 +1887,7 @@ THREE.WebGLRenderer = function ( parameters ) { if ( object.visible ) { -// EMPA: calling camera frustum check (probably faster to have inside of WebGLRenderer) -// if ( ! ( object instanceof THREE.Mesh ) || isInFrustum( object ) ) { - if ( ! ( object instanceof THREE.Mesh ) || camera.frustumContains( object ) ) { + if ( ! ( object instanceof THREE.Mesh ) || isInFrustum( object ) ) { object.matrixWorld.flattenToArray( object._objectMatrixArray ); @@ -1910,13 +1899,10 @@ THREE.WebGLRenderer = function ( parameters ) { if ( this.sortObjects ) { -// EMPA: positionScreen.z contains the z-depth in camera space after camera.frustumContains -// _vector3.copy( object.position ); -// _projScreenMatrix.multiplyVector3( _vector3 ); + _vector3.copy( object.position ); + _projScreenMatrix.multiplyVector3( _vector3 ); -// webGLObject.z = _vector3.z; - - webGLObject.z = object.positionScreen.z; + webGLObject.z = _vector3.z; } @@ -1983,7 +1969,7 @@ THREE.WebGLRenderer = function ( parameters ) { material = opaque.list[ i ]; - setDepthTest( material.depth_test ); + setDepthTest( material.depthTest ); renderBuffer( camera, lights, fog, material, buffer, object ); } @@ -2009,7 +1995,7 @@ THREE.WebGLRenderer = function ( parameters ) { material = opaque.list[ i ]; - setDepthTest( material.depth_test ); + setDepthTest( material.depthTest ); program = setProgram( camera, lights, fog, material, object ); object.render( function( object ) { renderBufferImmediate( object, program ); } ); @@ -2039,7 +2025,7 @@ THREE.WebGLRenderer = function ( parameters ) { material = transparent.list[ i ]; setBlending( material.blending ); - setDepthTest( material.depth_test ); + setDepthTest( material.depthTest ); renderBuffer( camera, lights, fog, material, buffer, object ); @@ -2067,7 +2053,7 @@ THREE.WebGLRenderer = function ( parameters ) { material = transparent.list[ i ]; setBlending( material.blending ); - setDepthTest( material.depth_test ); + setDepthTest( material.depthTest ); program = setProgram( camera, lights, fog, material, object ); object.render( function( object ) { renderBufferImmediate( object, program ); } ); @@ -2080,7 +2066,7 @@ THREE.WebGLRenderer = function ( parameters ) { // Generate mipmap if we're using any kind of mipmap filtering - if ( renderTarget && renderTarget.min_filter !== THREE.NearestFilter && renderTarget.min_filter !== THREE.LinearFilter ) { + if ( renderTarget && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) { updateRenderTargetMipmap( renderTarget ); @@ -2308,14 +2294,9 @@ THREE.WebGLRenderer = function ( parameters ) { function setupMatrices ( object, camera ) { -// EMPA: moved inverse * matrixWorld to vertex shader -// object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray ); -// THREE.Matrix4.makeInvert3x3( object._modelViewMatrix ).transposeIntoArray( object._normalMatrixArray ); + object._modelViewMatrix.multiplyToArray( camera.matrixWorldInverse, object.matrixWorld, object._modelViewMatrixArray ); + THREE.Matrix4.makeInvert3x3( object._modelViewMatrix ).transposeIntoArray( object._normalMatrixArray ); - -// EMPA: the normal update part is only needed when object (or object's parents) have been rotated (could be done inside Mesh.update) - object.matrixWorld.flattenToArray( object._modelViewMatrixArray ); - THREE.Matrix4.makeInvert3x3( object.matrixWorld ).transposeIntoArray( object._normalMatrixArray ); }; this.setFaceCulling = function ( cullFace, frontFace ) { @@ -2393,16 +2374,15 @@ THREE.WebGLRenderer = function ( parameters ) { _gl.cullFace( _gl.BACK ); _gl.enable( _gl.CULL_FACE ); -// EMPA: enable only when neccesary -// _gl.enable( _gl.BLEND ); -// _gl.blendFunc( _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA ); + _gl.enable( _gl.BLEND ); + _gl.blendFunc( _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA ); _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha ); _cullEnabled = true; }; - function buildProgram( fragment_shader, vertex_shader, parameters ) { + function buildProgram( fragmentShader, vertexShader, parameters ) { var program = _gl.createProgram(), @@ -2418,9 +2398,9 @@ THREE.WebGLRenderer = function ( parameters ) { parameters.fog instanceof THREE.FogExp2 ? "#define FOG_EXP2" : "", parameters.map ? "#define USE_MAP" : "", - parameters.env_map ? "#define USE_ENVMAP" : "", - parameters.light_map ? "#define USE_LIGHTMAP" : "", - parameters.vertex_colors ? "#define USE_COLOR" : "", + parameters.envMap ? "#define USE_ENVMAP" : "", + parameters.lightMap ? "#define USE_LIGHTMAP" : "", + parameters.vertexColors ? "#define USE_COLOR" : "", "uniform mat4 viewMatrix;", "uniform vec3 cameraPosition;", @@ -2434,9 +2414,9 @@ THREE.WebGLRenderer = function ( parameters ) { "#define MAX_POINT_LIGHTS " + parameters.maxPointLights, parameters.map ? "#define USE_MAP" : "", - parameters.env_map ? "#define USE_ENVMAP" : "", - parameters.light_map ? "#define USE_LIGHTMAP" : "", - parameters.vertex_colors ? "#define USE_COLOR" : "", + parameters.envMap ? "#define USE_ENVMAP" : "", + parameters.lightMap ? "#define USE_LIGHTMAP" : "", + parameters.vertexColors ? "#define USE_COLOR" : "", parameters.skinning ? "#define USE_SKINNING" : "", "uniform mat4 objectMatrix;", @@ -2461,8 +2441,8 @@ THREE.WebGLRenderer = function ( parameters ) { "" ].join("\n"); - _gl.attachShader( program, getShader( "fragment", prefix_fragment + fragment_shader ) ); - _gl.attachShader( program, getShader( "vertex", prefix_vertex + vertex_shader ) ); + _gl.attachShader( program, getShader( "fragment", prefix_fragment + fragmentShader ) ); + _gl.attachShader( program, getShader( "vertex", prefix_vertex + vertexShader ) ); _gl.linkProgram( program ); @@ -2471,13 +2451,13 @@ THREE.WebGLRenderer = function ( parameters ) { alert( "Could not initialise shaders\n"+ "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" ); - //console.log( prefix_fragment + fragment_shader ); - //console.log( prefix_vertex + vertex_shader ); + //console.log( prefix_fragment + fragmentShader ); + //console.log( prefix_vertex + vertexShader ); } - //console.log( prefix_fragment + fragment_shader ); - //console.log( prefix_vertex + vertex_shader ); + //console.log( prefix_fragment + fragmentShader ); + //console.log( prefix_vertex + vertexShader ); program.uniforms = {}; program.attributes = {}; @@ -2495,13 +2475,9 @@ THREE.WebGLRenderer = function ( parameters ) { function loadUniformsMatrices( uniforms, object ) { -// EMPA: added inverse * matrixWorld to vertex shader -// _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray ); -// _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrixArray ); - -// _gl.uniformMatrix4fv( uniforms.cameraInverseMatrix, false, _viewMatrixArray ); _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrixArray ); _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrixArray ); + }; function loadUniformsGeneric( program, uniforms ) { @@ -2670,11 +2646,11 @@ THREE.WebGLRenderer = function ( parameters ) { _gl.bindTexture( _gl.TEXTURE_2D, texture.__webGLTexture ); _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image ); - _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrap_s ) ); - _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrap_t ) ); + _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) ); + _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) ); - _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.mag_filter ) ); - _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.min_filter ) ); + _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) ); + _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) ); _gl.generateMipmap( _gl.TEXTURE_2D ); _gl.bindTexture( _gl.TEXTURE_2D, null ); @@ -2685,11 +2661,11 @@ THREE.WebGLRenderer = function ( parameters ) { _gl.bindTexture( _gl.TEXTURE_2D, texture.__webGLTexture ); _gl.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, texture.image ); - _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrap_s ) ); - _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrap_t ) ); + _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) ); + _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) ); - _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.mag_filter ) ); - _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.min_filter ) ); + _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) ); + _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) ); _gl.generateMipmap( _gl.TEXTURE_2D ); _gl.bindTexture( _gl.TEXTURE_2D, null ); @@ -2720,10 +2696,10 @@ THREE.WebGLRenderer = function ( parameters ) { // Setup texture _gl.bindTexture( _gl.TEXTURE_2D, renderTexture.__webGLTexture ); - _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, paramThreeToGL( renderTexture.wrap_s ) ); - _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, paramThreeToGL( renderTexture.wrap_t ) ); - _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( renderTexture.mag_filter ) ); - _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( renderTexture.min_filter ) ); + _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, paramThreeToGL( renderTexture.wrapS ) ); + _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, paramThreeToGL( renderTexture.wrapT ) ); + _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( renderTexture.magFilter ) ); + _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( renderTexture.minFilter ) ); _gl.texImage2D( _gl.TEXTURE_2D, 0, paramThreeToGL( renderTexture.format ), renderTexture.width, renderTexture.height, 0, paramThreeToGL( renderTexture.format ), paramThreeToGL( renderTexture.type ), null ); // Setup framebuffer @@ -3030,7 +3006,7 @@ THREE.Snippets = { "varying vec3 vReflect;", "uniform float reflectivity;", - "uniform samplerCube env_map;", + "uniform samplerCube envMap;", "uniform int combine;", "#endif" @@ -3041,7 +3017,7 @@ THREE.Snippets = { "#ifdef USE_ENVMAP", - "vec4 cubeColor = textureCube( env_map, vec3( -vReflect.x, vReflect.yz ) );", + "vec4 cubeColor = textureCube( envMap, vec3( -vReflect.x, vReflect.yz ) );", "if ( combine == 1 ) {", @@ -3063,7 +3039,7 @@ THREE.Snippets = { "#ifdef USE_ENVMAP", "varying vec3 vReflect;", - "uniform float refraction_ratio;", + "uniform float refractionRatio;", "uniform bool useRefract;", "#endif" @@ -3079,7 +3055,7 @@ THREE.Snippets = { "if ( useRefract ) {", - "vReflect = refract( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ), refraction_ratio );", + "vReflect = refract( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ), refractionRatio );", "} else {", @@ -3164,7 +3140,7 @@ THREE.Snippets = { "#ifdef USE_LIGHTMAP", "varying vec2 vUv2;", - "uniform sampler2D light_map;", + "uniform sampler2D lightMap;", "#endif" @@ -3184,7 +3160,7 @@ THREE.Snippets = { "#ifdef USE_LIGHTMAP", - "gl_FragColor = gl_FragColor * texture2D( light_map, vUv2 );", + "gl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );", "#endif" @@ -3422,14 +3398,13 @@ THREE.Snippets = { "gl_Position += ( boneGlobalMatrices[ int( skinIndex.y ) ] * skinVertexB ) * skinWeight.y;", // this doesn't work, no idea why - "gl_Position = projectionMatrix * cameraInverseMatrix * objectMatrix * gl_Position;", + //"gl_Position = projectionMatrix * cameraInverseMatrix * objectMatrix * gl_Position;", - // EMPA: Above should work now - //"gl_Position = projectionMatrix * viewMatrix * objectMatrix * gl_Position;", + "gl_Position = projectionMatrix * viewMatrix * objectMatrix * gl_Position;", "#else", - "gl_Position = projectionMatrix * cameraInverseMatrix * mvPosition;", + "gl_Position = projectionMatrix * mvPosition;", "#endif" @@ -3445,12 +3420,12 @@ THREE.UniformsLib = { "opacity" : { type: "f", value: 1.0 }, "map" : { type: "t", value: 0, texture: null }, - "light_map" : { type: "t", value: 2, texture: null }, + "lightMap" : { type: "t", value: 2, texture: null }, - "env_map" : { type: "t", value: 1, texture: null }, + "envMap" : { type: "t", value: 1, texture: null }, "useRefract" : { type: "i", value: 0 }, "reflectivity" : { type: "f", value: 1.0 }, - "refraction_ratio": { type: "f", value: 0.98 }, + "refractionRatio": { type: "f", value: 0.98 }, "combine" : { type: "i", value: 0 }, "fogDensity": { type: "f", value: 0.00025 }, @@ -3496,7 +3471,7 @@ THREE.ShaderLib = { "opacity" : { type: "f", value: 1.0 } }, - fragment_shader: [ + fragmentShader: [ "uniform float mNear;", "uniform float mFar;", @@ -3512,11 +3487,11 @@ THREE.ShaderLib = { ].join("\n"), - vertex_shader: [ + vertexShader: [ "void main() {", - "gl_Position = projectionMatrix * cameraInverseMatrix * modelViewMatrix * vec4( position, 1.0 );", + "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" @@ -3528,7 +3503,7 @@ THREE.ShaderLib = { uniforms: { "opacity" : { type: "f", value: 1.0 } }, - fragment_shader: [ + fragmentShader: [ "uniform float opacity;", "varying vec3 vNormal;", @@ -3541,7 +3516,7 @@ THREE.ShaderLib = { ].join("\n"), - vertex_shader: [ + vertexShader: [ "varying vec3 vNormal;", @@ -3550,7 +3525,7 @@ THREE.ShaderLib = { "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", "vNormal = normalize( normalMatrix * normal );", - "gl_Position = projectionMatrix * cameraInverseMatrix * mvPosition;", + "gl_Position = projectionMatrix * mvPosition;", "}" @@ -3562,7 +3537,7 @@ THREE.ShaderLib = { uniforms: THREE.UniformsLib[ "common" ], - fragment_shader: [ + fragmentShader: [ "uniform vec3 diffuse;", "uniform float opacity;", @@ -3587,7 +3562,7 @@ THREE.ShaderLib = { ].join("\n"), - vertex_shader: [ + vertexShader: [ THREE.Snippets[ "map_pars_vertex" ], THREE.Snippets[ "lightmap_pars_vertex" ], @@ -3616,7 +3591,7 @@ THREE.ShaderLib = { uniforms: Uniforms.merge( [ THREE.UniformsLib[ "common" ], THREE.UniformsLib[ "lights" ] ] ), - fragment_shader: [ + fragmentShader: [ "uniform vec3 diffuse;", "uniform float opacity;", @@ -3644,7 +3619,7 @@ THREE.ShaderLib = { ].join("\n"), - vertex_shader: [ + vertexShader: [ "varying vec3 vLightWeighting;", @@ -3687,7 +3662,7 @@ THREE.ShaderLib = { ] ), - fragment_shader: [ + fragmentShader: [ "uniform vec3 diffuse;", "uniform float opacity;", @@ -3720,7 +3695,7 @@ THREE.ShaderLib = { ].join("\n"), - vertex_shader: [ + vertexShader: [ "#define PHONG", @@ -3766,7 +3741,7 @@ THREE.ShaderLib = { uniforms: THREE.UniformsLib[ "particle" ], - fragment_shader: [ + fragmentShader: [ "uniform vec3 psColor;", "uniform float opacity;", @@ -3787,7 +3762,7 @@ THREE.ShaderLib = { ].join("\n"), - vertex_shader: [ + vertexShader: [ "uniform float size;", @@ -3799,7 +3774,7 @@ THREE.ShaderLib = { "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", - "gl_Position = projectionMatrix * cameraInverseMatrix * mvPosition;", + "gl_Position = projectionMatrix * mvPosition;", "gl_PointSize = size;", //"gl_PointSize = 10.0 + 6.0 * mvPosition.z;";